	FIX RA E1L7 REFINERY LOCK UP YOURSELF HELP TEXT.

In the Rides Again map E1L7 REFINERY
a group of respawns are crouded into an area
that is too small to hold the enemys as tagged,
3 respawns are set into the ground, & one is tagged wrong.
This caused my game to lock up when I ran across
the touch plate that activated the respawns.
I cured the lock up problem by altering the map
and here is how I did it, so you can do it too.

If your game/computer locks up on E1L7 when you
enter the outside area where the boxes are stacked
up in the middle, just past the jail door & AK47
huntin rifle in the closet,
you should consider fixing E1L7.MAP

(The box area is where you push a box out
of the stack and over to the wall & jump
through the window to get to key #2)

The legal cure is to the E1L7.MAP flaw is
to sue the game producer, but that's bad for everyone.
Considering the U.S.A. legal system and all.
Some body should ask Interplay if we can put a fixed
E1L7.MAP on the internet for free ?
Cause an altered game map can only be used if a person
has bought the game any way, so no harm is done.

E1L7.MAP has an echo effect lock up flaw too,
and this text file does not address that issue.

Some times when the game locks up, ya reboot,
and a file named REDNECK.TMP is left in yer
Rampage directory.  For me, once that file appears,
I can not play the game again untill I delete it.

So here is the step by step directions to do it yerself.
It takes a bit of doing though, and be carefull not to
press keys at random on the keyboard.  If yer in doubt,
just read a bit farther, I might have the answer for ya there.
* At the end of this file is some help explainations. *

Copy yer RA directory to RAEDIT.
	You need to make a new directory named RAEDIT and copy
	the RA game you installed on yer hard drive to that directory.
Get out yer RA CD and look in the GOODIES directory.
	Copy the files in there to yer new RAEDIT directory.
	KEXTRACT.EXE  MAKEMAP.EXE  EDITSET.EXE  KGROUP.EXE
	We will be working with kextract & makemap.
Extract yer art files. *
	In yer RAEDIT directory, at the prompt, type and enter
	KEXTRACT REDNECK.GRP *.ART
	this gets the art files out of redneck.grp for makemap.exe
Extract E1L7.MAP
	KEXTRACT REDNECK.GRP E1L7.MAP
	gets the refinery level available for makemap.exe editing.
NAMES.H
	Make a names.h file that has the following line in it.
#define RESPAWN-9 9
	And put it in yer RAEDIT directory.
	(save as an ASCI .TXT file & rename it NAMES.H)
	A names.h file if in the directory that makemap.exe is in
	will give a name tag to sprites	for makemap.
	We are going to alter 6 respawn tiles so finding them will
	be easier with a names.h tag discription file.
Edit the E1L7.map
	MAKEMAP E1L7
	starts makemap.exe and loads the E1L7.map
	You start in 3d,
	you can switch back & forth to/from 3d & 2d with the right enter key.
	some makemap map alterations can only be done in 3d, & some in 2d.
	For now we will stay in 3d mode.
	Your arrow keys move your position just like in the game.
	Left shift is yer run key. (L:shift + arrows move faster)
	You'll see a lot of things you don't see in the game.
	Let's travel down the road, across the canyon, through the tunnel,
	through the gate, (the gate is blocked, so run into/through the
	brick wall before the gate).  3d makemap is like god mode,
	different player trates are required to make a map, & certian
	types of walls you can travel through, (red walls in 2d).
	Cruise across the tank yard and into the tunnel, dog leg left,
	ya come to a jail door, & can't pass through, so enter 2d mode.
	Press the Right enter key. (R:enter)
	That's the enter key to the farthest right on a 101 type keyboard.
	Now you are in 2d mode, this is where the map is drawn, but we
	just want to move around, so your Right Mouse Button (RMB)
	will move the player to the position of the mouse.
	A & Z keys will zoom in or out.  You see a white arrow.
	This is your player position, A  will zoom in on the spot where
	the player arrow is.  Your mouse cursor is the RED +  sign.
	You should be up against the jail door, it has white walled
	sectors in it you can't pass through with the arrow keys.
	Move yer mouse to the other side of the jail door and press
	the Right Mouse Button (RMB).  Now yer arrow is over there.
	You can Z=Zoom out, & RMB any where on the map.  Some areas
	are player space and some are not.  Don't move yer player
	arrow with the arrow keys in 2d in a NONspace, it locks up
	& you have to switch to 3d in a player space, & back to free it up.
	You can find what is player space with the TAB key.
	On yer screen in 2d mode there is a grey area on the bottom
	part of the screen & this is where yer stats are shown.
	Put the mouse some where, press TAB, if ya have stats showing,
	it's player space, if it's blank, it's NONspace.
	Help files on my web site   http://duktape.home.att.net
	has a referance key list for makemap, if ya want to get into it.
	There is also a NAMES.H file available there.
	Ok, we moved on the other side of the wall.
	In player space, in 2d mode, we can move the players arrow
	with the arrow keys just like in 3d mode.
	If you move the player arrow forward a bit
	you will see 6 respawn sprites/tiles in a small box area.
	This is what we want to alter.  You can R:enter switch to 3d mode
	to see the boxes, & understand yer position. (back to 2d mode)
	The G key toggles through the 6 Grid sizes 0-6, 0=no grid.
	Sprites will snap to grid cross lines when you move them.
	You can move them with yer Left Mouse Button (LMB)
	Sprites can have HI & LO tags, which are numbers seperated by
	a comma.  We are looking at some respawns tagged 7280,1125
	7280 is the HItag and is the tile number of baby jackOlope.
	1125 is the LOtag and is associated with the LOtag of a touch plate
	just on the other side of the jail door.  When yer playing the
	level & cross the jail door, ya enter the small sector with the
	touch plate, it activates the respawns making them a jackOlope,
	and yer enemys appear.  That's how it works.  The touch plate
	in makemap is a big T in 3d and the respawn is a big R.
	Ok, there are 5 respawns for jackOlopes 7280 and one for a
	hulk sta-put 4650, but it's tagged wrong at 46507.  The 7 on
	the end is an error.  We can remove that error.  Crouding
	too many respawns into such a tight area is also an error.
	The respawns are partially burried into the ground and that
	is an error also.  OK, let's do some fixing.
	In 2d you might notice that the closest sprite and wall to the
	mouses red cross is blinking.  That's call HighLighted. (HL)
	The Mouse's Cursor Position (MCP) is the red X-hairs.
	So put yer MCP on the hulk respawn tagged 46507,1125
	and press ALT+H , we're going to HItag it.
	Now just to the right of,  "BUILD by Ken Silverman" in red,
	yer numbers appear, and are ready to alter.
	Press your Back Space (BS) key untill a 0 shows up. (BS 5+ times)
	Now enter this number, 4650 and press enter.
	You have just reHItagged the sprite to a hulk stay put.
	Z zoom out a bit and we will drag those respawns around
	the box pile and hide them on the other side.
	Respawns show a transporter flash when they appear if the player
	has them in sight when they are activated.
	We don't want that effect so we hide them.
	Describing a position to move them is hard for me, but I'll try.
	Every thing in makemap has a location.
	3d is 3 directional.
	X, Y, & Z are the 3 directions.
	X = right & left in 2d makemap.
	Y = up & down in 2d makemap.
	Z = is the height of the sprite in 3d makemap.
	All the directions of a sprite can be gotten in 2d with ALT+TAB
	Those directions show up in the upper left area of the stats section.
	An X value of 0, is in the very center of the entire map.
	Left of that, X starts incrementing in minus numbers, right=positive.
	Above that,   Y starts incrementing in minus numbers, below=positive.
	A minus Z number is higher than a positive Z number.
	A minus number will have a   -    in front of it.
	A positive number will just be a number. ( no + infront)
	So lets move the respawns.
	In 2d grid 3, (press G untill there is no grid showing,
	then press G   3 times, you now see what I call grid 3.
	Grab a respawn with your mouse & hold the Left Mouse Button
	Drag it to the right, (out of the small box area) release LMB.
	ALT+TAB gets the stats of the respawn under the mouse cursor
	and I moved 4 jackOlope respawns to, X,Y = 
	-27904,71936
	-27904,71424
	-27904,70912
	-27904,70400
	Basicly a row of jackOlope respawns behind the boxes, in an open area.
	Then I centered the last Jlope respawn in the small box area
	where it was at   -29440,71936
	Move yer hulk respawn out of the box area,  (4650,1125 respawn-9)
	or just delete it, by highlighted the sprite & press the DELETE key.
	But this is what I did, I changed it from a
	4650 hulk sta-put to a
	4649 hulk that roams through sectors,
	then moved the respawn down the alley, right of the enter Jdoor, to
	X,Y   -32768,84480
	just past the dumpster, on the other side of the alley
	so the player can't see the hulk transport effect.
	If ya got it moved, ALT+H   HItag it 4649. (2BS, 49 L:enter)

	Ok, now we got height problems.
	The respawns are set into the ground.
	R:enter key, switch to 3d mode in player space.
	Move around and find yer R = respawns.
	LMB locks the sprite,
	CTRL+PGup puts the sprite on the ceiling,
	CTRL+PGdn puts the sprite on the floor.
	release the LMB and it's set exactly on the floor.
	Do this to all the respawns you've moved.
	The respawn in the tight box area will be hard to see,
	so here's some 3d keys that will help.
	CAPSLOCK = toggle through the three height modes.
	Press it twice and you are in float mode where A  &  Z
	rise/lower the player.
	CTRL+A  = look down
	CTRL+Z  = look up
	Ok, so go over to the box (3d mode)
	TAB, TAB, float mode, CTRL+A look down, see the top of the respawn,
	LMB lock sprite, CTRL+PGup, CTRL+PGnd, LBM release, CTRL+Z to level,
	and you've set the sprite on the ground.

	R:enter switch to 2d mode, and we'll save the map.
	ESC gets you the menu,
	A = save As
	now you have a choice, save as E1L7 or rename it.
	If you've done it right and feel confident,
	press enter and save as E1L7
	if you think you screwed it up,
	press A & enter, to save it as E1L7A, then
	RA -MAP E1L7A
	will play the map to see if it works.
	What we want is a fixed E1L7.MAP sitting in yer RA play directory.
	RA.EXE looks in the directory for maps & art & stuff before it
	looks in REDNECK.GRP for the items.
	So a fixed map in the directory is the one that will be played
	when a normal game is played.

So how do you know if ya screwed it up ?
	If ya planted sprites all over the map with the S key
	while working in 2 or 3d modes, it's messed up.
	Most every key in make map does something big
	and must be done intentionally for a positive result.
	But you now know how to get the original E1L7.MAP out of
	REDNECK.GRP and you could start again, delete yer bad maps, &
	KEXTRACT REDNECK.GRP E1L7.MAP
	to start again.

If things went smooth for ya, consider making yer own maps, it's fun
and you get a great reward by haveing a map tailor made for you.
There's help at www.totallyredneck.com/redneck & http://duktape.home.att.net
Plus, $20 for a game, play it for a week and throw it away,
doesn't seem as good as, keep it forever, make & share maps.

*
ART files, are the textures, enemys, sprites, color, etc that the game uses.
GRP files, such as REDNECK.GRP are files GRouPed into one file.


