relais by kolor [web]
. . _ _|_ _ _|_ _ |/---------\/---------\| | | _|____ - k O L O R - __|___ ___ _ __\\_ \_ ___ _ _____\\_ \_ ____ ____ / (_ / (_/ /______ / (_ _\\_ /___ _) _/ / / _// / / _/ / \ \ \_ / \ / / \ \_ /____\_____/___________\ __\_____\___________\_____\_____/ . - -diP-----------|----------------------|------------bM- - . -+----------------- - -|----------------------|- - ------------------+- | ::::::::::::::::::: . "relais" . :::::::::::::::::::: | | :: : : : :: :: | | :: :::::::::::: : a demo for breakpoint'03 :: :::::::::::: :: | | :: : . bingen, 21.4.2003 . :: :: | | ::::::::::::::::::: : : :::::::::::::::::::: | -+---------------------:- - - -:----------------------+- __ :__ ____ ____:__ ________ . __/ /______/ //____./ //_ _\\_ /_\\_ / . . \ \__ / _/ | _/ / / /____/ . : /__ /_____\__\_____|_____\_________\______\ : +---- - - -------------( s e t u p )----------------- - - ----+ | | | required: | | | | . windows 2k or xp | | . nvidia geforce 3 with 64 mb ram | | to clarify, this does not include: | | any card by any another vendor | | geforce 4 mx | | geforce 4 go | | geforce 2 | | . pentium 3 | | . 256 mb ram | | . a soundcard | | | | recommended: | | | | . windows 2k | | . nvidia geforce 4 ti with 128 mb ram | | . 512 mb ddr ram | | . a soundcard | | | | advanced setup: | | | | . in display properties, advanced, geforce 3 set: | | antialiasing mode to 2x or quincunx (much more important | | than higher res) | | refresh sync to on by default | | gamma correction: the demo is very bright already | | so > 1 gamma is seldom needed. | | on tfts a lower gamma (.8 or .9) may look nicer. | | resolution higher than 640x480 is only recommended if you | | have a geforceFX, it | | is much better to use lower resolution with fsa on. | | if you have a 128mb gpu ram card, you can try the "only | | bumpmaps compressed" texture | | detail for higher quality. (maybe some jerks between some | | scene switches though) | | ____ __ ___ _ ____ __ | | ____ ____\\_ /___ / //___.___\\ \_ _\/_ / //_/ //_____ | | \ _// / _/ // _/ | _ / // _/\___ / | | /_\_____\_\_____\___\____|_____\__\____\______\____/____\ | +---- - - -------------( c r e d i t s )------------- - - ----+ | | | meshes, textures, animation, cutting: noize | | 2d graphics, 2d animation: raytrayza | | music: pressure (& raytraza) | | code: shiva | | additional meshes, textures and animation: pandur/bm | | additional code: siriuz | | | | auido playback: bass by un4seen.org | | packer: rar, unrarlib by unlock/vantage | | exe packer: upx | | neuqant: anthony decker | | images: libpng, libjpeg | | | | ____ __ __ ________ __ ____ | | _\\_ /___ / //___./ //____\\_ // //___.____ ____ / //_ | | \ _/ // _/ |___ / /____/ _/ | _// // _/ | | /_\_____\___\____|__/____\____\ _ ___\____|__\_____\______\ | +---- - - -------------( r e s p e c t )------------- - - ----+ | | | exceed . haujobb . doomsday . tpolm . sunflower . matrix | | amable . black maiden . suburban . tokyo dawn records | | nomad . coma . cocoon . bypass . mfx . park . inf | | mindforce . tbl . freestyle . farbrausch | | stockholm syndrom . speckdrum . moppi | | | | | | ____ ____ ____ ____ ____ | | ____ ____ _\\_ \_ _\\_ \_ / //_ _\\_ \_ __ ____ / //_ | | \ _// / / / / // _/ / / _// // _/ | | /_\_____\________\___/____\______\____\____\_\_____\______\ | +---- - - -------------( c o n t a c t )------------- - - ----+ | | | www.kaoz.org/kolor | | | | shiva is shivak@gmx.net (looking for a new job in the game | | industry, feel free to contact) | | noize is noize@gmx.net | | raytrazer is info@rtz23.de // www.rtz23.de | | pressure is pressure23@gmx.net | | pandur is tom@drastic.net | | | | ____ __ .____. ____ ____ ____ | | _/ //_ / //___.____ ____ _| | _ _/ _/_\\_ \_ _\\_ \_ | | \ _// _/ | _// / _ | \ \___\ / / / / | | /_____\____\____|__\_____\__\____| /___\ _ __\____\_____ \ | +---- - - -------( t e c h n i c a l f a q )-------- - -\___\--+ | | : : . . . why does it load so slowly? blame the demo size limit. what has to be done is to first lossles decode all data, then to lossy decode it, and then (in case of textures) to tranform and process them and then again to encode lossy in a graphics card format. ideally for fast loading one would store textures only lossless packed in the graphics card native format but then you would be looking at a 150mb rar file. also unpacked geometry data is around 20mb. so except for an apology and pointing to a too small size limit of 12mb there is nothing to be done about it. . why does it require a geforce 3? the bump mapping requires vertex shaders, and those are only supported in hardware on geforce 3 or later cards. also we use 4 pass multitexturing, n*m textures, 8 stage register combiners and other extensions only available on those cards. it does not run on a geforce 4 mx or go because nvidia screwed up the naming of those cards and they are actually just gef 2 cards when looking at the specs. we do not support ati cards as all the rendering is done via opengl and ati does not provide the same extensions as nvidia. and we do not have an ati card so we could not put a different code path in for them. . why did you not use direct x so the demo is compatible with ati cards too? i dislike the direct x api, and i am used to the nice open gl one. also direct x tends to be slightly slower in some situations. . what cool buzzwords can i use describing the rendering? per pixel lighting, bump maps, specularity maps, detail maps, light maps, special shaders, embm, fsa. and any other you like. the word mole tends to work very well as a buzzword, too. . why is the sound encoded so low? again, file size limit for a demo. we just had to squeeze it into the memory available. blame the organizers for 12 mb size limit. maybe we will do a high quality update pack with uncompressed textures audio and gemoetry. . . : : | . K O L O R 2 0 0 3 . | +---- - - -|---------------------------------------|- - - ----+ | | | logos & design done by dipswitch/bm | _ _|_ _ dipswitch@kaoz.org _ _|_ _ ://_)-------------------------------(_\\:
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