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Amoeba by Excess
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amoeba a demo by excess released at underscore 2002 (1st place), may 2002 final version released june 2002 ___________________________________________________ demo as with the last demo, we've been working international, with gloom designing the demo in norway while we were busy coding and ironing out the last bugs at the partyplace in sweden.. and as if putting this demo together wasn't hard enough as it is, gloom actually had to -break into- his own office to work on it during the night. the things we do for the demoscene.. :) anyways; here it is - we hope you like it. ________________________________________________ credits gloom design, music, graphics <bent@gathering.org> sesse code <sgunderson@bigfoot.com> neuromancer graphics <neuromancerskulls@poczta.onet.pl> kusma graphics, code <eflund@online.no> tick 3d modelling <tick@psychoproject.net> satcom101 music <mattias@satcom101.com> ________________________________________________ machine should work more or less equally well on linux and win32. opengl and a relatively fast 3d accelerator needed -- this final version has been tested on various geforce cards (including geforce2go), matrox g200/g400/g450/g550 (g200/g400 only under linux, no opengl support for those on windows), radeon (also mobile), trident cyberblade (!), tnt2, i815 etc. etc. etc., so we hope most people should be able to watch the demo. if you don't have hardware stencil buffers some parts (like the shadows) will be incredibly slow, though... tough luck. perhaps a -nostencil option next time. _________________________________________________ binary the default settings should be okay, just click the binary for windows or execute it (remember chmod +x) under linux (the -oldg++ version is for those of you who still don't have libstdc++ v4 installed -- sorry, libstdc++ v3 isn't supported anymore, we can't have _three_ different versions ;-) ). if you use linux and have libgtk+ somewhere, we have a colourful configuration dialog, if not, you can still use the good old unfancy (but working) command line switches. try "-help", for instance. ;-) the final adds a windows config dialog too, so you can enjoy easy setup on both platforms (if you don't want the dialog box, simply specify command line switches and they will override the dialog box code). (note: most drivers don't expose stencil visuals if you're in 16bpp mode. try changing to 24/32bpp if you get errors or the box scene is very slow. note to matrox users on windows: if the shadows are buggy, check that "use 32-bit z-buffers" is checked in the powerdesk control panel.) _________________________________________________ source yes, you guessed it, the src/ directory includes complete source. see gpldemo.txt for more information. don't complain to us if it doesn't compile -- demosource was never intended to be portable anyhow. (the final should be slightly better than the party version, though :-) ) _________________________________________________ we use linux. windows. vim. ultraedit. expat. freetype. libjpeg. libpng. gcc. (sometimes msvc.) various ogg vorbis libraries (go vorbis!). gimp. photoshop. acid. soundforge. coke. beer. (no drugs.) computers. __________________________________________________ party for some reason, underscore2002 is... dark. after we logged in (the sign-in terminals were showing all passwords in cleartext in the URL and thus in the history too, nice going ;-) ) we found a more or less empty place, tried to get used to the dark and set up our equipment. of course, sesse almost lost his digicam, but the taxi driver had found it (and we had to pay for him to drive back with it -- boo). kusma and the others went to drink as always, while some weirdo in the democrew decided to play with some sound generator so nobody could go to sleep in the main hall... of course, the showers were good to sleep in -- but cold. 3/4th of the norwegian posse have forgotten their sleeping bags, but fortunately, some swede was nice enough to lend out a sleeping mat, so we didn't have to get to know the floor _that_ well... we're actually handing in something like five productions from four people here, and as usual, lug00ber looks like he could go on stage quite a few times. the network here is, well, almost non-existant, but heck, it's a sceneparty, no lame-ass lan party (there are still people playing games, here, though). still could use some light though, the weather outside is real good this weekend and there's a barbeque planned or something... oh well, signing off, hopefully gloom will finish his stuff in norway soon so we can get to an internet café or something, fetch the stuff, finish the demo and just wait for the show to start :-) _______________________________________________ party II (written for the final, we didn't have time to update readme.txt before release) okay, so the problem was getting the data from gloom to the party. we talked to lator/dxm (stefan), member of the underscore democrew, and he agreed to fetch some files for us later that day when he was going home. after some cell phone stress (the (borrowed) cellphone sesse was using didn't work in sweden) we managed to get in touch with gloom, and get an url... there was little to do with the demo, since the source was already largely ready, so the norwegian posse went out for the usual scene-grill (although it rained, it was definitely a success), keeping an eye on the arriving cars, waiting for lator to return. when he finally returned, he just gave us a notebook, saying "the data is there", so we took it to our place in the hall and tried to transfer the files. the first problem was finding some way to transfer the files -- sesse didn't have samba installed on his linux machine, so "windows file sharing" was out of the question... the portable (running windows xp home edition -- swedish) didn't have anything useful on it except ftp.exe, so we started up an ftp daemon and started transferring the files... it froze after a few hundred kB. we tried like _everything_ -- switching ftp daemon, switching ip ranges, splitting the file into multiple smaller ones, using samba the other way (ie. smbclient, with the notebook as server -- enabling file sharing in xp isn't exactly intuitive, the "shared files" folder isn't shared by default even though the help tells you it is), etc... we tried moving the files to the win2000 notebook nelius had brought with him -- but still _exactly the same_ problem. we even tried uploading, cancelling and resuming multiple times, which didn't work out either (the file got corrupted). we were quite out of ideas when neon suggested that we could use the usb compactflash reader for sesse's digicam (which you might recall was lost earlier) to transfer the files... it worked first time, and quickly. THEN we discovered that gloom suddenly had used the font support in the demolib, which had been removed (ie. deleted) only hours earlier -- fortunately, there was an old backup lying around still containing the code (underscore did, as you've probably noticed by now, not have internet access, otherwise we could simply have fetched an old copy from somewhere -- hadn't the CVS server, which was situated in germany, been down, of course ;-) )... problem fixed. but gloom still wasn't content -- he wanted to transfer an update to the demo script, and neon's gsm phone (which _did_ work for voice calls) didn't work for data calls abroad... fortunately, inm was nice enough to transfer the remaining 39kB using his cell phone phoning home (of course, after his machine had had major problems, having to phone home to get somebody to reset mgetty, having problems with gnokii etc.), and after getting the remaining files over (FTP worked well first time this time, happily -- probably the network card was what was fscked, by the way, we tried multiple different cables ;-) ) we could finalize the demo, fix a few remaining bugs (although there were still some left, including a radeon mobility hang we still haven't managed to fix/reproduce -- probably caused by outdated drivers, and it magically fixed itself later on anyhow ;-) ), test it on the compo machine (or rather, test it on the _second_ compo machine, we never got to test it properly on the first one ;-) ) and sit back and wait for the demo show :-) (we even reached the second deadline this time, which was more or less identical to the original showing time -- earlier, we've been up to twelve hours late ;-) ) we really thought we could make a demo without all the stress this time, though, but it turned out to be almost exactly as bad as usual ;-) amoeba placed 1st in the pc demo competition at underscore, something we were very pleased with, although the prize was a ten year old old sparcstation we still haven't managed to get any contact with ;-) ______________________________________________ party III perhaps the most interesting part of the party was the trip home -- after taking the bus to the train station, we discovered that the train was crammed, so we asked for some place to put our luggage while looking for somewhere to sit -- something we later discovered would have been quite hopeless, as there was people almost _everywhere_. some were crouched in a corner for over four hours straight... but... sceners always know a way. we soon discovered that the luggage room would be ideal to sit in -- it wasn't too clean, it bumped a bit and the lights were flickering, but at least there was plenty of space, so we simply closed the door, found something comfortable to sit on and opened lug00ber's portable so we could get some music... so while the others were sitting outside in all sorts of weird uncomfortable positions were we quite happy, having a lot of fun with the "expedition robinson" game (which lug00ber and kusma won at underscore, and, by the way, I'd guess nobody will ever play again ;-) ). the friendly train personnel even allowed us to recharge the portable when the battery was empty, so we had music almost the whole journey (if the 220v hadn't been in a different wagon, we would have started up the flatscreen and sesse's pc, and watched movies or something ;-) ). people outside were getting more and more irritated -- now and then, we even went around taking pictures of tired and beat people. they must have thought we were drunk or something, and they must _definitely_ have heard the music and the laughter. nobody really understood why none of them came into the room asking to sit there with us ;-) pictures, video, more text etc. will be included in the forthcoming party report. ;-) _________________________________________________ efnet? *** Now talking in #underscore <gloom> stefan? <@inm> gloom <@inm> Känner inte jag igen ditt nick ? <gloom> bent <gloom> fra excess <gloom> det var du som skulle ta med demoen vår til underscore? <gloom> ..som jeg nettopp fikk mail fra? <@inm> Nope.. vet jag ingenting om <@inm> Tyvärr <gloom> okei, men vet du hvem stefan er? <@inm> Sorry, nope.. <gloom> lator / deus ex machina? *** stefandxm (stefan@as2-4-1.bdn.g.bonet.se) has joined #underscore <stefandxm> gloom <stefandxm> ! <gloom> der <gloom> ah <gloom> takk gud.. :) <stefandxm> ircnet i meant <gloom> hehe <stefandxm> but ok ;) _________________________________________________ greets acme, appendix, array, bypass, coma, contraz, darkzone, deux ex machina, ephidrena, fairlight, gollum, granma, haujobb, inf, komplex, kvasigen, moondreamers, nocturnal, purple, progress, prone, proxima, razor 1911, rebels, sorrox, skulls, spaceballs, squirrelz, tbl, therapii, the silents, tls, unique, yaphan, #scene.no, #amigascne _________________________________________________ sweden det heter "jordbær" og "gulrot"! og ikke minst... "pølse"! mens vi snakker om pølse, hvorfor har ikke dette landet lompe? på togstasjonen henger det plakater med "slut" rett over der det står jenter... brødet er dyrt også, og sære svensker forstår ikke norsk engang (bytte over på engelsk når noen snakker til deg)... og angående jämtland og härjedalen -- få tilbake støffet vårt, for helvete!!! sees på rrrrrymdtorget... __________________ 3.14159265358979323846264338327950288 yes, it's pi. no, we didn't look it up. __________________________________________________ final this final is actually the first we got out -- a lot of problems have been fixed, most of them in the performance area, but also in the source release, some size optimizations (the final version shaves some 3MB off the party version's .dat file), some artifact fixes and some (at times) really weird compatibility fixes (shame on companies making opengl drivers that don't return errors on non-supported flags, but instead decide to magically crash at more or less random spots later on). in short, it should be quite a lot nicer to your system, especially on fillrate- and texture memory-limited systems. in addition, we have done the design-changes that were planned for the original release, but never got finished in time. deadlines suck. ___________________ excess - a very very ninja demogroup
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