Supreme Cmdr Posted May 17, 2004 Report Share Posted May 17, 2004 You have to see and play this to believe it. Link to comment Share on other sites More sharing options...
Guest Hellbinder[CE] Posted May 17, 2004 Report Share Posted May 17, 2004 Amazing.. These guys must me math gurus. Ok, So when is the 96k version of BC due?? Link to comment Share on other sites More sharing options...
Eclipse Posted May 17, 2004 Report Share Posted May 17, 2004 I played through this a month or so ago, not bad. pretty impressive for the file size actually. Link to comment Share on other sites More sharing options...
LostInSpace Posted May 18, 2004 Report Share Posted May 18, 2004 - We do .not. have some kind of magical data compression machine that is able to squeeze hundreds of megabytes of mesh/texture and sound data into 96k. We merely store the individual steps employed by the artists to produce their textures and meshes, in a very compact way. This allows us to get .much. higher data density than is achievable with normal data compression techniques, at some expense in artistic freedom and loading times. - .kkrieger is not written in 100% assembler/machine language. Not even nearly. Like the vast majority of game projects being developed today, .kkrieger was mostly written in C++, with some tiny bits of assembler where it is actually advantageous (notably, there are a lot of MMX optimisations in the texture generator). - A kilobyte is, historically, defined to be 1024 (2^10) bytes, not 1000. Thus .kkrieger is a game in 96k even though it's actually 98304 bytes. - The concept of the texture/mesh generators was developed by fiver2. We do .not. want to claim that the techniques we used to develop .kkrieger are new inventions. It┬┤s rather a selection of useful operations and their parameters to optimise the results. Damn, no magical data compression. That's what I was thinking they must have done before I read the readme and they didn't use much of Assembly either it's C++. It's amazing. I just tried it out a few minutes ago. The only thing I couldn't figure out was how to quit I pressed alot of different key sequences too. The readme doesn't specify: W - forward S - backward A - left D - right [space] - Jump Left mouse - shoot 1-5 - switch weapon Press M1 - M9 to respawn at the different respawn points (also helps when caught in collision . But extremely nice for the file size and no windows installation either. Link to comment Share on other sites More sharing options...
Guest rtoolooze Posted May 18, 2004 Report Share Posted May 18, 2004 Quote: "The only thing I couldn't figure out was how to quit I pressed alot of different key sequences too. The readme doesn't specify." Ummm... I just hit Esc Link to comment Share on other sites More sharing options...
LostInSpace Posted May 18, 2004 Report Share Posted May 18, 2004 quote:Originally posted by rtoolooze: Quote: "The only thing I couldn't figure out was how to quit I pressed alot of different key sequences too. The readme doesn't specify." Ummm... I just hit Esc Same here but it only seem to put the game in pause. Link to comment Share on other sites More sharing options...
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