Shine On by Code & Light Sorcerers
--------------------------------- shine on 64k intro final version (win32) retro of code and light sorcerers --------------------------------- credits ------- code - Gekko music - Beatmaster modelling - Wad party version ------------- MXMPLAY - Niklas Beisert DOS4GW STUB - QA Software UPX - L szl¢ Moln r, Markus Oberhumer final version ------------- JUDAS Sound System - Cadaver, Yehar, Archee, Gekko UPX - L szl¢ Moln r, Markus Oberhumer The party version is for DOS only. It requires DOS4GW.EXE, GUS and 320x240x32. The final version is for Windows'95 or later. It requires DirectX. So, that was our last intro. It was done in a big hurry, and released at the Jumper'99 party. There are a few things to mention... About the text scrolling - if you are not Hungarian I doubt if you have ever heard of our group, because we were active only in the Hungarian demo scene. A few thoughts about the Jumper'99 party. This intro successfully came out the second again, as all our other intros did. However I don't consider this intro a party release, not more than I consider Jumper'99 a demoscene party. It was a big... hmmm. The voting was not really under the control of the organizers, but to compare this with the other "events" at the party, this was not even a really serious problem. Oh well... "It is slow." No, it isn't. Just try to write a 3d engine of this complexity which runs at a better speed! You may consider it slow if you compare with some of nowadays' demos, but most of the people are still using simple non-filtered texture mapping, often even without shading! Here there is true color shading, and there are multiple omni and spot lightsources, they are moving, changing their color, and so on, and everything is refracted on the surfaces! There is bilinear filtering, even on the coronas (you know, those little light flares). You could say people should code routines that run well on machines which are _now_ common. Well, I think that as Celerons are flooding our planet nowadays, this intro's requirements are nothing too exotic. Well, despite all this, I want you to know that I still have a pentium 100 mhz. So shut up! ;) Also, the soundplayer uses software mixing with sample interpolation for higher sound quality. This makes it slower as well... /gekko Code and Light Sorcerers were: gekko - programming gekkouno@hotmail.com wad - 3d modelling wad@netchicken.hu beatmaster - music bmaster@elender.hu Sword 64kb intro #2 at Jumper'97 Greenworld advert demo #1 at Flag'98 LSD 64kb intro #2 at Rage'98 Beyond 64kb intro #2 at Antiq'98 Shine On 64kb intro #2 at Jumper'99 cls.hu@usa.net - this address remains alive
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