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-
- Requirements: - 1 MB of RAM (preferably FastRam)
- - Kickstart 2.0 or better
- - 68020 or better
- - About 250K of (free) disk-space after installing
-
- Please be patient the first time you start the demo. TextDemo
- will first create the necessary textures to run on your system!
-
- Feel free to contact me. I'll be happy to read your comments,
- suggestions, flames and answer your questions. Contact me at one
- of the addresses at the end of this text.
-
- ============================================================================
-
- This engine is still in development. I've had a rough time
- getting it stable enough to release it, and there are still lots
- of things I'm unhappy with. So that's why I released this one as
- TextDemo 5.7 instead of TextDemo 6.
-
- The engine is targeted at the high-end machines. My goal is to
- equal or surpass DOOM no matter what the costs (in terms of
- memory or processor power). Although by lowering resolution and
- screensize this engine can be run comfortably on 68020 machines,
- a 68030 (or better) and some FastMem are highly recommended.
- Future versions may well support some of the popular graphics
- cards like Retina and Picasso.
-
- At the moment this engine is going to be used for two games by
- two different teams. Both games were started at about the same
- time, one is going to be called Mystic Tank, and the other Shade.
- I think this should pose not much problems (I hope) as I can keep
- improving the engine and both games should benefit from that.
-
- Mystic Tank is going to be a game with a split-view which gives
- the player control over a big tank. The 2nd view either shows
- the turret mounted on the tank, or the inside of a tank
- controlled by a 2nd player. This game already has got a very big
- storyline behind it and also a healthy number of tunes have been
- created. Graphics are in the works. Also monsters/objects will be
- constructed from polygons once the game is done. This game is
- being worked on by:
-
- David Bryson - Coding (ceedb@cee.hw.ac.uk),
- Michael Bromery - Storyline/Music/Misc (davereed@wam.umd.edu)
- Tomwoof - Graphics (haven't got your address, sorry!)
-
- Shade is going to be a DOOM clone featuring Magic instead of
- Weapons. It also is going to have lots of RPG elements. Kind of
- a cross between DOOM, Magic Carpet and Dungeon Master (if that's
- possible :-)) There are already lots of graphics available for
- this game (check out the demo) and lots more to come. There also
- is a storyline (although not nearly as big as the one for Mystic
- Tank) and some samples (no tunes yet). People working on this
- game:
-
- Zak Jarvis - Graphics (masque2@transit.nyser.net)
- Chris Mair - Storyline/Misc (cmair@instruct.CapCollege.BC.CA)
- Michael Krehan - Coding (milka@flory.rhein-main.de)
- Steve Bara - Graphics (frotz@astro.ocis.temple.edu)
- Rowan Crawford - Level editing/Misc (dljar1@giaeb.cc.monash.edu.au)
-
- ============================================================================
-
- Credits for TextDemo 5.7:
-
- Zak Jarvis for supplying most of the graphics TextDemo 5.7 makes
- use of, thanks Zak a really superb job. I hope you don't mind
- the fact that the engine can't really show the textures as nice
- as they should be (in 24 bit that is :-))
-
- Rowan Crawford for creating this huge level all by hand to show of
- TextDemo features! Although I may have screwed up the level a bit
- I hope you still like the way it turned out. Also thanks for
- creating some of the graphics.
-
- Steve Bara for the skeleton-object. I've really screwed up the
- skeleton in the demo and it doesn't look half as good as it really
- is, so you'd have to blaim me for that :-) I'm sorry I couldn't
- include any other graphics from you in the engine yet.
-
- ============================================================================
-
- Some details:
-
- * Uses BSP tree to get proper depth-sorting. This turned out to be
- only marginally faster than my old method.
- * Multiple level and multiple texture floors (staircases!)
- * Non-orthogonal texturemapped walls, with horizontally and vertically
- tiled textures of 128x128 pixels.
- * There also is some simple (unfinished) code for objects in this
- version.
- * Makes use of 24-bit textures which can be in IFF-24 format or my own
- custom format. These are remapped to the number of colors avaible
- on the system. Currently only OCS/ECS and AGA are supported, but
- future version might support 3rd party graphics cards as well.
- * Different screen-sizes and pixel-sizes supported
- * Uses Scrambled C2P, 68020/030 optimized.
- * Walls are light-sourced. This code is getting a bit old and will be
- rewritten, especially because the floors aren't light-sourced at the
- moment which can look rather ugly in places.
- * Smooth collision detection
- * Movements are real-time, which means the game only gets smoother
- (not faster) when it runs on faster computers.
- * Simple dithering of walls and floors which makes them look just that
- bit nicer.
- * Smooth movement (inertia) and bouncing movement
- * Mouse, Joystick and keyboard control
- * Multitasking (runs at TaskPri 0 with time-dependent stuff in a
- Vertical Blank server)
-
- ============================================================================
-
- Known bugs in TextDemo 5.7:
-
- * Sometimes crashes completely (I can reproduce it but didn't have time
- to fix it) It only occurs at odd angles and in specific places, it
- shouldn't happen during normal play.
- * A single horizontal line sometimes trashes the display a bit. I think
- this one is related to the one above.
- * Really sometimes strange vertical lines appear near the edges of a
- higher floor.
- * Colors on the skeleton object in the beginning are wrong (not really
- a bug)
-
- If you've found another bug not mentioned above please let me know.
-
- ============================================================================
-
- History
-
- Enhancements since public release 5:
- - Real time movement
- - Now uses 128x128 textures as promised. If I had known it would look
- sooo much better I would have done it much earlier :-))
- - Fixed bug which sometimes caused 'double' lines on the top of the
- display (Forgot to set the X-bit correctly in the main texturemapping
- loop)
- - All windows are now centered horizontally
- - Optimized LightSources code
- - Added multiple height walls allowing for staircases etc...
- - Added floor-mapping, using multiple textures and heights. TextDemo
- has become almost twice as slow but optimisations are on the way
- - TextDemo now loads textures and levelinfo from disk
- - Added FPS display
- - Added super-fast and very simple dithering to 'get' more colors
- - Mouse Support
- - Walls are horizontally tiled when necessary
- - Added 'bouncing-movement'
- - Joystick Support added (Cd32)
-
- Enhancements since non-public release 5.5Beta:
- - Improved Real time movement by putting all essential stuff into the
- Vertical Blank interupt. This also allows for better multitasking
- - Finally fixed collision detection. It now works smooth and reliable
- - Added object-mapping code allowing for monsters being drawn
- - Improved 'bouncing-movement'
- - Added Command line parsing
- - Added BSP code. After some modifications it turned out to be a bit
- faster than my previous method after all. Thanks to Teemu Suiki for
- supplying me with some good example code
- - TextDemo now uses 24-bit Textures as originals. TextDemo can
- automatically convert these Textures with a optimal palette depending
- on your configuration. In the future this will allow for easy
- extension to support the 15, 16 and 24 bit modes found on most
- graphics cards
- - TextDemo detects OCS+ECS/AGA by itself and takes advantage of those
- modes. There is no need for seperate OCS+ECS/AGA versions anymore
- - Added dithering to the automatic conversion routines
- - TextDemo can now convert 24-bit IFF-ILBM files to 24-bit Textures
- which in turn can be converted to any other resolution or depth
- - The FloorMapping routines were completely rewritten after I discovered
- a faster algorithm to map the floors. TextDemo is now +/- 10% faster
-
- Enhancements since non-public release 5.6Beta (Jan 22 1995):
- - Vertical tiling implemented (horizontal was already implemented).
- Simple (scrolling) animation is possible by playing with the X and Y
- offsets of the texture
- - Improved collision detection. It is no longer possible to walk onto
- walls higher then a certain height. It is now possible to walk on
- the 'edge' of a wall without falling down directly
- - Lots of changes to the level-format to make it more flexible
- - Added structures and code to allow for multiple floor textures
-
- ============================================================================
-
- Mouse control:
- --------------
- Move mouse to left or right to turn
-
- Move mouse up or down to walk forwars or backwards, or hold Right mouse
- button to move forward automatically.
-
- Left mouse button exists the demo
-
-
- Keyboard control:
- -----------------
- 7 or Cursor left = Turn left
- 8 or Cursor up = Move forwards
- 9 or Cursor right = Turn right
- 5 or Cursor down = Move backwards
- 4 = Move left
- 6 = Move right
-
- You can choose the screen size using the F-keys:
- ------------------------------------------------
- F1 = 96x72 F5 = 224x168
- F2 = 128x96 F6 = 256x192
- F3 = 160x120 F7 = 288x216
- F4 = 192x144 F8 = 320x240
-
- Change pixel-resolution using the keys 1-4 (not on numeric keypad!!):
- ---------------------------------------------------------------------
- 1 = 1x1 pixels
- 2 = 2x1 pixels
- 3 = 1x2 pixels
- 4 = 2x2 pixels
-
- Press Left mouse button to exit demo.
-
- ============================================================================
-
- Some people I wish to thank:
-
- - Hans-Joerg Frieden, for giving me lots of hints and UUEncoded mail :-)
- - Kees Huizer, for putting this demo (and the previous one and the one
- before that) on Aminet
- - Jeremy McDonald for coding a really nice C2P routine which features
- just about anything
- - Teemu Suikki for supplying a couple of very nice examples for using
- BSP trees
- - and all the other people for giving me feedback, tips, code, etc,
- thanks!
-
- --------------------------------------------------------------------------
- UUCP: john.hendrikx@grafix.xs4all.nl (** this is a new address!!)
- FIDO: 2:286/407.8
- AMY: 39:153/201.8
- NLA: 14:101/200.8
-
- A few days ago I also gained access to IRC (nick 'john' :-)). If
- you like to talk on IRC let me know. I can be on IRC between
- 8:30 and 15:30 (European Time) on week days, and if need be until
- 20:00 (European time) but I'm not quite sure about that yet.
- Between 20:00 and 8:30 my school is closed, and thus I can never
- be reached via IRC then.
-