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.kkrieger, chapter I - Beta Version
4 Q v+ q2 q1 ^6 o4 A( {9 g1 A.a game in 96k ) ]3 O, n9 T# h+ F
by .theprodukkt
, ?( N5 C! w/ G |6 B(released at breakpoint 2004)* j, s2 ~. v' ?( h% C# }$ v
: |( ^9 m* u7 n; k" n( o; K, Rwww.theprodukkt.com
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1. about .kkrieger
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- {7 W! G- B7 N# Z% a1 `8 j7 ?4 k! s/ v8 M: H" {6 G3 e
The project was started two years ago and since then many, many hours of our spare time went * B( x" {8 s" Z o/ V" { S
into developing .kkrieger. Still, in the end we didn磘 have time for the most important thing: ( @9 n4 B+ s/ \2 J. C7 z* o& R
gameplay. So expect some major improvements in our next releases. I/ o0 m* E% g) X9 ~2 x0 g
However, we enjoyed making .kkrieger a lot and are quite satisfied with the end result and now we 9 D+ f: D: B! b+ P3 k! F. F
are eagerly awaiting your comments So if you have any feedback, may it be acclaim, critique or
7 Z7 ^4 b" {! w; @5 D; ebug reports - please feel free to write us. Every email is highly appreciated! # O! B0 n9 t0 N' {+ U
(No, wait - don磘 send us bugs until the final version - we know enough already ;) & B. G3 u. @: K3 J
' j7 Y$ b5 {3 C$ w1 gWe will definitely release an uncut "final" version with some more kb, enhanced content and less " Y4 X0 s H: f# O8 g
bugs, soon. (The first thing we'll do after this release is relax for some time, though .
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.kkrieger is designed as a trilogy. At the moment we can not tell if and when we will find the
9 a$ G3 s: \6 I5 W. y1 U- ttime to develop the next chapters, though. We will keep you informed on our homepage... ; C1 \% Z+ A6 H B- L
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2. controls 4 B! C; `0 l7 i1 a, I
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7 I( z. q+ j2 K0 j7 F; KW - forward 1 h* l) o W' E9 }& a, S. X7 y
S - backward . c4 \" m1 `6 S' j P: d
A - left $ ?8 Z$ K+ x6 g/ ?$ A
D - right
) \% l0 c& e; U[Space] - Jump ) s- R- x$ t3 t- v- a% _0 b
Left mouse - shoot ( e8 C& l/ l) b% J# g ?% Q9 n3 X9 x
1-5 - switch weapon , s7 n' d- I$ X# m
4 Q1 m: v5 J& \3 G4 R9 D+ Y @Press M1 - M9 to respawn at the different respawn points (also helps when caught in collision ;)
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3. system requirements 0 Z4 z" g+ P+ l% ^0 Z) T
----------------------
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.kkrieger requires a relatively high-end machine to run properly. To be
$ P" X8 P5 Z1 i$ u$ ^precise:
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+ J- c# o8 L. K- A 1.5GHz Pentium3/Athlon or faster.
y [6 O# W9 B& A: N- 512MB of RAM (or more)( G. `& r8 Y4 Q- ~7 m. d
- A Geforce4Ti (or higher) or ATI Radeon8500 (or higher) graphics card+ h' U H) `( n( l- y
supporting pixel shaders 1.3, preferably with 128MB or more of VRAM.
0 z! f! T5 I7 [- Some kind of sound hardware
& H9 t3 j3 R% h- DirectX 9.0b
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4 w W6 e% N4 C1 l5 ^; | We've done some testing to ensure it runs on all hardware meeting those
2 A$ \0 X, O* [' frequirements we could get, and we checked it runs on all major supported
* I! y" G7 E5 lconfigurations with current drivers, but with some graphics card/driver2 x0 [9 a$ [& j) P8 B
combinations it might screw up. In case you have problems, please try0 y7 A- ~- ]1 N9 [& I) {- Q
getting the most recent driver release from your vendor, and only if the
. E6 w& K- x ]3 aproblem persists contact us (refer to the contact section).
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}+ F. v' Y; @7 Y ~) D' [4. detailed credits
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% V0 O0 J2 V$ ]. t.theprodukkt:0 F( Y% \( m- v9 h! Q, _. L! M
- Thomas "fiver2" Mahlke: Concept, Direction, Textures, Level geometry and lighting.
8 i: h$ G* E, `, \+ s. q9 Q- Dierk "Chaos" Ohlerich: Editor, Texture generator, Game, Physics, Collision, 'lekktor'. 1 [1 G( h. j' C) {3 W, M' H
- Christoph "giZMo" Muetze: Character design, Animation, Weapons, Items, Special FX. 2 r. F5 N! g. Y! h9 x. T
- Fabian "ryg" Giesen: Mesh generator, Material/Lighting systems, 3d Engine, 'kkrunchy'.
3 F3 r- x4 j, @8 u2 p, d7 H5 c* D: @* R- e
freelancers:
1 V4 C' o) v% _- Sebastian "wayfinder" Grillmaier: Music, Sound design, Sound effects.
# z. y6 G9 m8 ~: |- D& @9 U: J H- Tammo "kb" Hinrichs: Sound synthesizer.
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5. contact
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, s! w% y, @( V web site: http://www.theprodukkt.com
) K7 Q) U5 N" p6 g( _: r' r contact: fanmail@theprodukkt.com (fanmail, flames and cooking recipes) E4 c @; W5 K$ S0 m8 g+ v
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6. disclaimer- n* K: V/ w, G4 g. p r- R; ?
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.kkrieger is freeware. Permission to spread the archive in its original, unmodified
+ X( P8 \/ l' T; |; Aformat is generally given, as long as there is no fee charged for .kkrieger itself. We8 x7 q/ _5 R! H# D" c$ i
want to encourage everyone to send the file around, link to it on webpages, and we also
7 K! N) L2 k- M! d3 i5 l5 Q) l" I/ vwant to allow printed magazines to include .kkrieger on supplementary CDs and similar
6 C2 X/ o1 ^& M5 H @$ L+ ymedia, within the conditions stated in this disclaimer. Public presentation of .kkrieger
! u" j' I8 R! Q, x) S8 z/ Qis hereby explicitly allowed and encouraged. We require that proper credit is given to
) q$ @9 J- B$ k2 U/ t.theprodukkt in all forms of public presentation or publication of .kkrieger.) \7 d4 L9 B: _$ t3 L" [) o' z6 a
2 A4 P5 o: c$ f: E# ] .kkrieger comes with absolutely no warranty. It has been carefully written, but still7 Q7 u6 Q5 f4 w9 i
we can make absolutely no guarantees that .kkrieger runs properly on every configuration." U5 C% G2 @0 d; B" b5 f; K
.theprodukkt can not be made liable for any kind of damage or data loss caused either
3 |- S: ^, Q7 l9 d4 K0 `) a; gdirectly or indirectly by .kkrieger.
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7. technical FAQ
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In general, if you have any technical questions concerning .kkrieger, either refer to our
: d$ v" f+ T) {# }web site or contact us via email. However past experience shows that there are some rumours
8 ^6 f* ]; ]2 m& W! qand misunderstandings about our work that are very hard to correct, so we'll state the truth
- R3 T+ |7 @) o- l1 }# p( Q7 Bhere, in written form, for all the world to see
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# r& [/ E) J# B. \% ~- We do .not. have some kind of magical data compression machine that is able to squeeze
& |! V0 j& E1 I2 r' E2 ^; J hundreds of megabytes of mesh/texture and sound data into 96k. We merely store the
; B! }& g; V. r. ?7 j individual steps employed by the artists to produce their textures and meshes, in a very
, q5 v1 X# ^4 i+ V5 `# h" C7 s0 D compact way. This allows us to get .much. higher data density than is achievable with
* q, ^) M2 n( {0 q normal data compression techniques, at some expense in artistic freedom and loading times.' m, [ H$ A/ E% s$ y/ l. N! |
- .kkrieger is not written in 100% assembler/machine language. Not even nearly. Like the2 y. t9 U- s% _* _
vast majority of game projects being developed today, .kkrieger was mostly written in& c- Z8 D: A5 {- r" R, M) ~
C++, with some tiny bits of assembler where it is actually advantageous (notably, there
6 S' N" ?; U- l- F' e: p) x+ z are a lot of MMX optimisations in the texture generator).
& O/ d: o( r1 [7 K- A kilobyte is, historically, defined to be 1024 (2^10) bytes, not 1000. Thus .kkrieger is1 ~2 p- { L5 z! f# d; f& j
a game in 96k even though it's actually 98304 bytes. ) T* ]$ T3 S8 l# o; C. K7 w+ `
- The concept of the texture/mesh generators was developed by fiver2. We do .not. want to1 B" R& b3 Z% T# q
claim that the techniques we used to develop .kkrieger are new inventions. It磗 rather a ; l+ Z9 g" p: y+ q+ F* {# i
selection of useful operations and their parameters to optimise the results. 2 z/ ]: d4 p: `; K: E
据说瑞星误报,我自己是卡巴+360,下了,玩了,没有毒 |
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