917 lines
48 KiB
Plaintext
917 lines
48 KiB
Plaintext
.Start.of.DemoNews.114..............................................Size:49,530
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______/\___________________________ __ ________________ ___ /\_______
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\____ \ ________ _ _ ______ \ / \| \ ________ | \/ ______/
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/ | \ _) \ \_/ \ | \ / \ \ _) \ | \______ \
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/ | \ \ | \ | \ / \ \ /~\ \ / \
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\_____ /_______/___| /________/ \____\_____/_______/_________/________/
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\_____/ |____/
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| Subscribers : 1865
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DemoNews Issue #114 - January 28, 1996 | Last Week : 1894
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------------- | Change : -29
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DemoNews is a newsletter for the demo scene. | Archive Size : 1953M
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It is produced by Hornet at the site ftp.cdrom.com. | Last Week : 1718M
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Our demo archive is located under /pub/demos. | Remaining : 996M
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=-[Contents]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Line Section
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------ -------------------------------------------------------------------
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31 Calendar
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57 Top Downloads
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97 Uploads
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352 Articles
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354 Introduction................................Snowman
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400 Introduction to 3D Graphics Programming.....Kiwidog
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770 OZ96 Mini-Report............................Random
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894 Subscribing
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909 Closing
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=-[Calendar]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Date Event Location Description
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--------- ----------------------- --------- ---------------------------------
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28 Jan 96 General Probe 2 Party Poland info: /party/1996/GP96
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mail: s146630@ire.pw.edu.pl
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1 Feb 96 8086 Compo Deadline [n/a] info: /hornet/8086
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mail: trixter@ftp.cdrom.com
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17 Feb 96 Awakening U.S.A. mail: norg@cyberspace.com
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--CANCELED--
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29 Mar 96 Mekka Germany mail: PV80090@PH80090.HH.eunet.de
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www : www.xs4all.nl
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/~blahh/RAW/Parties
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/Invitations/Mekka.html
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06 Apr 96 X - The SuccesSor Netherlnd mail: cba@xs4all.nl
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www : www.xs4all.nl/~herkel
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31 May 96 Naid Canada mail: naid@autoroute.net
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More information is at http://hagar.arts.kuleuven.ac.be/~sdog/party.html
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=-[Top Downloads]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Pc Times FileName.Ext Description
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-- ----- --------.--- ------------------------------------------
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<COMBINED LIST>
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1 00191 animate.zip (demo) Animate by Schwartz, ASM95
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2 00182 nooon_st.zip (demo) Stars by Noon, TP94
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3 00172 ctslasse.zip (demo) L. Reinbong by Cubic Team, TP95
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4 00167 caero.zip (demo) Caero by EMF and Plant, TP95
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5 00165 luminati.zip (demo) Lumination by Tran and Basehead
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6 00159 cp16.zip (music) Cubic Player v1.6
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7 00140 ft204.zip (music) Fast Tracker v2.04
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8 00136 demonews.113 (news) DemoNews #113, Yippie! :)
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9 00134 dragon.zip (demo) Dragon by GooRoo
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10 00128 scrmt321.zip (music) Scream Tracker v3.21
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<DEMOS LIST> not available yet :(
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<MUSIC LIST>
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1 00154 cp16.zip (player) Cubic Player v1.6
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2 00140 ft204.zip (tracker) Fast Tracker v2.04
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3 00128 scrmt321.zip (tracker) Scream Tracker v3.21
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4 00123 it103.zip (tracker) Impulse Tracker v1.03
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5 00101 it1.zip (tracker) Impulse Tracker v1.00
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<GRAPHICS LIST>
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1 00031 msqpp1.arj (disk) P&P Gfx Disk by Masque [1/2]
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2 00028 msqpp2.arj (disk) P&P Gfx Disk by Masque [2/2]
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3 00025 ppfix.zip (disk) P&P Gfx Disk (fix) by Masque
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4 00018 tp5-gfx1.zip (pack) Graphics from TP95
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5 00017 dst_frac.zip (program) Fractal Trace
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<CODE LIST>
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1 00078 kmagv2.zip (code mag) King Magazine Volume 2
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2 00067 fmoddoc2.zip (source) Firelight's MOD/S3M player code
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3 00062 water.zip (source) Water Code by Iquana
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4 00057 r2sr.arj (source) R2SR by JsNO / Hornet
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5 00055 tut20.zip (gfx tutor) Tut #20 by Denthor / Asphysia
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=-[Uploads]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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=----------------------------------------------------------[File Information]-=
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All files listed below are on ftp.cdrom.com under /pub/demos.
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Please keep in mind that all ratings are subjective.
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If your file transfers are too slow, there are several alternatives:
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Use our European mirror at ftp://ftp.uni-paderborn.de/pub/pc-demos
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Try getting files from the web at http://www.cdrom.com/pub/demos
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See /hornet/demonews/101-120/demonews.102 for details about ftpmail.
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You may also wish to check out a couple of other good demo sites:
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ftp://ftp.arosnet.se/e:\demo maintained by Zodiak / Cascada
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ftp://hagar.arts.kuleuven.ac.be/demos maintained by Sleeping Dog / Natives
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=-------------------------------------------------------------[Demos:General]-=
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Location /demos/alpha Size Rated Description
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=-------------------------------- ---- ----- ---------------------------------=
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/1995/b/b_ambnt.zip 118 **+ Look Mum I a Bored Thingy by Bogus
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/1995/k/ktc-xm95.zip 149 *** XMas '95 by Kinetic
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/1995/x/x-mas.zip 164 **+ X-Mas Intro by Cyber Fantasies
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/1995/x/xen-gdsx.zip 11 + Green Day Sux by Xenocide
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/1995/z/z_wintro.zip 143 ** Wintro by Rene
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/1996/e/entrance.arj 463 ***+ Entrance by Sigmatic
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/1996/l/luminati.zip 508 **** Luminati by Tran and Basehead
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/1996/y/yw-wntr.zip 169 ** Winter by Yiffware
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Aggressive 1995 Demos (AGR95:demo:)
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/1995/c/c-posi_p.zip 118 **** ??: Positive by Coral
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Juhla 1996 Demos (JUH96A:demo:)
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/1996/h/h_innu.zip 379 ***+ 01: Innuendo by Halcyon
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/1996/c/cmapaim.zip 999 **** 02: Paimem by Coma
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/1996/v/vlt-byte.zip 3222 **** 03: Reality Bytes by Velvet
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/1996/a/ankka.zip 429 *+ 04: RaveDemo Ankka by Five Coders
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/1996/f/fsn_hdyd.zip 585 ***+ 07: How Do You Do by Fascination
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/1996/b/blackice.zip 187 * 09: Black Ice by Futurex
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Juhla 1996 64k Intros (JUH96A:in64:)
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/1996/d/dawn.zip 63 ***+ 01: Dawn by Jamm
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/1996/d/disco.zip 45 ***+ 02: Disco Volante by Eufrosyne
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/1996/m/mfx_tgr2.zip 56 **** 03: Transgression 2 by MFX
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/1996/a/aborignl.zip 58 ***+ 04: Aboriginal by Paragon
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/1996/l/luxury.zip 64 ***+ 05: Luxury by Amorphous
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/1996/c/cp_pig.zip 42 *** 06: Pig by Cool Productions
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/1996/z/ziraafh.zip 25 * 07: Ziraafh by Hirmu
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/1996/r/ronsu.zip 25 * 08: Ronsu by Hirmu
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/1996/i/intro3.zip 40 *** 09: Intro 3 by Lunatic
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/1996/f/feelin42.zip 59 **+ 10: Feelin 42 by Nightsky
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/1996/x/xrayman.zip 59 *** 11: Xrayman by Crypton
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/1996/s/steto.zip 38 ** 12: Stetoskooppi by Astute Butane
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/1996/p/panik.zip 68 *** 13: Panik by Symptom
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/1996/k/kurlu.zip 63 [n/a] 14: Regressioanalyysi by Taat
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/1996/e/emfporno.zip 67 ***+ 15: Porno by EMF
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/1996/s/sm123.zip 58 **+ 16: Semtex 1-2-3 by Jeskola
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The Party 1995 Demos (TP95:demo:)
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/1996/f/ftj_ymca.zip 1403 ****+ 01: Caero (final) by EMF and Plant
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/1996/r/reanim8r.zip 3553 **** 03: Reanimator by Rage
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/1995/c/cma_brw.zip 706 **** 08: 60BR W by Coma
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/1995/f/flow.zip 1290 **** 12: Flow by Craze
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/1995/e/ete_newd.zip 795 *+ 15: New Dimension by Eternia
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/1996/d/dive_fin.zip 612 *** 16: Dive (final) by Xevius
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/1995/k/k_it.zip 515 *** 18: It by Kloon
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/1995/f/fdg_grov.zip 812 ***+ 20: Planet Groove by Fudge
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/1995/f/flop.zip 1338 * 21: Flop by TSI, Zta, and Orange
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/1995/s/sl_blur.zip 515 *** 23: Blur by Sub Logic
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/1995/a/asylum.zip 723 *** 24: Hurry by Asylum
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/1996/n/noc_conf.zip 1084 ***+ 25: Confusion by Noice
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/1995/d/deadend.zip 351 *+ 26: Deadend by Mausis
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/1995/d/ds-bliss.arj 1456 ***+ EE: [1/2] Digital B. by DeathStar
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/1995/d/ds-bliss.a01 1292 ***+ EE: [2/2] Digital B. by DeathStar
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/1995/k/karu.zip 47 *+ EE: Shadow Team by Hirmu
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/1995/p/paroxysm.zip 277 *+ EE: Paroxysm 13 by Kip Brigade
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/1995/m/man_at.zip 534 **+ ??: Man at Work by Chopati
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Wired 1995 Demos (WIR95:demo:)
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/1995/h/hurtless.arj 1456 **** 09: [1/2] Hurtless by TFL and TDV
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/1995/h/hurtless.a01 609 **** 09: [2/2] Hurtless by TFL and TDV
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=--------------------------------------------------------[Demos:Non-Reviewed]-=
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Location /demos/alpha Size Description
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=-------------------------------- ---- ---------------------------------------=
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/bbs/b/boxtro.zip 4 Little Boxtro by ???
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/bbs/c/ccradle.zip 43 Cat's Cradle Loader by Blazer
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/bbs/i/ice-bz.zip 50 iCE Loader by Blazer
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=-------------------------------------------------------------[Music:General]-=
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Location /demos/music Size Rated Description
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=-------------------------------- ---- ----- ---------------------------------=
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/disks/1995/f/fm-oddit.zip 1701 **** Oddities by Basehead/FM
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/disks/1995/r/rat_sp95.zip 547 *** Rat Sampler Pack 1995 by Rat
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/disks/1995/r/rr_ch8-1.zip 902 *** [1/6] Radical Rhythms Chapter 8
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/disks/1995/r/rr_ch8-2.zip 1335 *** [2/6] Radical Rhythms Chapter 8
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/disks/1995/r/rr_ch8-3.zip 1354 *** [3/6] Radical Rhythms Chapter 8
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/disks/1995/r/rr_ch8-4.zip 1449 *** [4/6] Radical Rhythms Chapter 8
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/disks/1995/r/rr_ch8-5.zip 1352 *** [5/6] Radical Rhythms Chapter 8
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/disks/1995/r/rr_ch8-6.zip 1428 *** [6/6] Radical Rhythms Chapter 8
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/disks/1996/m/maz-shad.zip 1017 *** The Shade musicdisk by Mazurka
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/disks/1996/m/moz9601b.zip 1136 **+ [1/2] moz[IC]art music pack
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/disks/1996/m/moz9601c.zip 1004 **+ [2/2] moz[IC]art music pack
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/disks/1996/m/myst0196.zip 1907 **+ Mystique musicdisk Jan.1996
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/disks/1996/n/no-anti.zip 1175 ***+ AntiMatter by Harry/Noise
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/disks/1996/p/ph-0196a.zip 1366 ***+ [1/2] Phluid #4 by Acid
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/disks/1996/p/ph-0196b.zip 928 ***+ [2/2] Phluid #4 by Acid
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/disks/1996/t/theland.zip 907 **+ The Land by Lord Blanka/Terrfrmr
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/songs/1995/mod/p/pworld.zip 224 *** Perfect World by Watchman
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/songs/1995/mtm/p/pc_acid.zip 136 ** Acid Rain by Gus
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/songs/1995/mtm/p/pc_cloud.zip 146 **+ Clouds of Purple by Gus
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/songs/1995/mtm/p/pc_ep.zip 122 *** Euphoric Pleasures by Gus
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/songs/1995/mtm/p/pc_krank.zip 22 ** Kranken (remix) by Gus
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/songs/1995/mtm/p/pc_space.zip 81 **+ Space Anthem by Gus
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/songs/1995/mtm/p/pc_trip.zip 67 *** A Trip0matic Xperience by Gus
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/songs/1995/mtm/p/pc_waves.zip 202 ** Waves of Energy by Gus
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/songs/1995/s3m/e/e-force.zip 410 *+ Force of Remixing by DJ Wicked
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/songs/1995/s3m/e/e-prds.zip 424 *** Paradise by Phonc(ie)
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/songs/1995/s3m/e/e-rw2.zip 202 *** Rave World 2 by Jay
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/songs/1995/s3m/e/e-untld.zip 253 **+ Untitled... by Phonic(ie)
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/songs/1995/s3m/e/ele-redm.zip 311 ***+ Sandstorm by Elemental
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/songs/1995/s3m/e/epi-mpch.zip 273 **** Misplaced Childhood by Bert
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/songs/1995/s3m/e/epsaturn.zip 252 ***+ Saturns Rings by Bert
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/songs/1995/s3m/e/evlone.zip 95 ** Evolution of One by Stallion
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/songs/1995/s3m/f/farewell.arj 408 *** Farewell by ??
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/songs/1995/s3m/f/futelife.zip 63 **+ The Futile Life by Decker
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/songs/1995/s3m/f/fyk-lp.zip 223 ** Liquid Planet by Fayk
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/songs/1995/s3m/g/gf-olfnk.zip 132 ***+ Some of dat ol' Fonk by Griffin
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/songs/1995/s3m/g/gurun_zn.zip 433 **** Zoantrophy by Gurun
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/songs/1995/s3m/h/hd-stng2.zip 175 ***+ Strange II by Undertaker
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/songs/1995/s3m/h/heart.zip 191 **** You're Holding My Heart by Malakai
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/songs/1995/s3m/k/k_catch.zip 189 ***+ Catch Me if You Can by GooRoo
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/songs/1995/s3m/k/k_shake.zip 164 *** The Shake by GooRoo
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/songs/1995/s3m/k/kon-asil.zip 371 **+ Ambient Silence by Flacco & Waarp
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/songs/1995/s3m/k/kon-reve.zip 108 ** Reeverse by Flacco & Waarp
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/songs/1995/s3m/k/kon-tran.zip 196 **+ Transylvania by Flacco & Waarp
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/songs/1995/s3m/k/kon-upme.zip 158 ** UPME to the Max by Flacco & Waarp
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/songs/1995/s3m/k/kon-w2b.zip 149 *** W2B by Flacco & Waarp
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/songs/1995/s3m/k/kxpreyrx.zip 270 *** Ultimate Seduction3 by Kxmode
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/songs/1995/s3m/m/m-danc.zip 419 ** Dance Machine by Feijao
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/songs/1995/s3m/m/m-eagle.zip 235 *** The Flight of the Eagle by Guizmo
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/songs/1995/s3m/m/m-knight.zip 245 ***+ Falling Knight by Guizmo
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/songs/1995/s3m/m/m-soul.zip 243 **+ Every Soul's Destiny by Guizmo
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/songs/1995/s3m/m/mat-sun.zip 98 *** Sunny Day by Matthias
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/songs/1995/s3m/m/ms-jude.zip 220 *+ Waiting for Judith by Misfit
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/songs/1995/s3m/m/mshrobic.zip 807 ***+ Mosherobics by The Fringe
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/songs/1995/s3m/n/nowhere.zip 69 ** Going Nowhere by Decker
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/songs/1995/s3m/n/nv-ashes.zip 168 **** Ashes by Nova
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/songs/1995/s3m/n/nv-snset.zip 181 **** Sunset by Nova
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/songs/1995/s3m/p/p_efflor.zip 287 **+ Efflorescence by Porus and TeeCee
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/songs/1995/s3m/p/pc_close.zip 176 ** Close your Eyes by Point Zero
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/songs/1995/s3m/p/pc_fob.zip 182 *+ Flagerance of Obs.. by Asha'man
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/songs/1995/s3m/p/pc_hrave.zip 103 ** Heaven's Ravers by Point Zero
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/songs/1995/s3m/p/pc_hypii.zip 211 **+ Hypnotic Persuasion II by Pt.Zero
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/songs/1995/s3m/p/pc_mind.zip 174 *+ Mind of a Killer by Sabbath
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/songs/1995/s3m/p/pc_natur.zip 221 **+ The Nature of Things by Pt.Zero
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/songs/1995/s3m/p/pc_newre.zip 150 ** New Reich by Ash'man
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/songs/1995/s3m/p/pc_ps.zip 258 ** Paranoid Seclusion by Ash'man
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/songs/1995/s3m/p/pc_rebir.zip 185 **+ Rebirth by Sabbath
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/songs/1995/s3m/p/pc_siltr.zip 83 *** Silent Tribute by Ash'man
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/songs/1995/s3m/p/pc_unamd.zip 103 ** The UnNamed by Sabbath
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/songs/1995/s3m/p/pc_wrath.zip 109 **+ The Wrath of Impatience by Sabbath
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/songs/1995/s3m/p/pr-judge.zip 254 **** Judgement of.. by Draygen/CCCatch
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/songs/1995/s3m/r/ravepar4.zip 582 **+ Rave Parade 4 by Deep Bass
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/songs/1995/s3m/r/ravergo.zip 196 *+ Rave Ergo Sum by Sangreal
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/songs/1995/s3m/r/runesong.zip 208 **+ Runesong by Rat Members
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/songs/1995/s3m/r/running.zip 202 ** Running
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/songs/1995/s3m/s/sbeh.zip 95 *+ Sbeh! by Cyberman
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/songs/1995/s3m/s/silver.zip 194 ***+ Silver Rain by Darkwolf/PR
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/songs/1995/s3m/s/skatman.zip 143 * Skatman's World by Brutac/UFA
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/songs/1995/s3m/s/sunrise2.zip 50 ** Morng's Sunrise by Dave Ralston
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/songs/1995/s3m/t/thund_10.zip 484 *+ Thunderdom 10 by Deep Bass
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/songs/1995/s3m/t/twodozen.zip 225 ***+ Two Dozen by Malakai/Neophyte
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/songs/1995/xm/e/endless.zip 255 *** Lost in Endless Love by Silencer
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/songs/1995/xm/f/fh-2048.zip 1 ** Justachipsong by fh
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/songs/1995/xm/f/fh-cathd.zip 292 ** Cathedral 95 by Fh94.3
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/songs/1995/xm/f/fireroar.zip 321 **+ Fire Roar by Black Thunder
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/songs/1995/xm/g/gather.zip 27 *** We Gather Together by Darois
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/songs/1995/xm/h/hitit.zip 42 ** Hitit! by Joshua Szmajdu
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/songs/1995/xm/h/hmng-twd.zip 243 ***+ The Wizards Dream by Hemingway
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/songs/1995/xm/h/holy.zip 49 *** O Holy Night by Miss Saigon
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/songs/1995/xm/h/honteux.zip 251 **+ Honteux by Jojo and Jimi
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/songs/1995/xm/i/ivalo.zip 446 *+ Ivalon Valot by S-Teri
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/songs/1995/xm/k/k_morn.zip 388 ***+ Morning Light by ViviD
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/songs/1995/xm/l/lifewalk.zip 104 *+ Lifewalk by Darius
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/songs/1995/xm/o/oouhuhuh.zip 439 ***+ Ooo uh uh uh by Lizardking
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/songs/1995/xm/r/realm.zip 100 *+ Realm of Wonder by Darius
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/songs/1995/xm/r/revolut.zip 56 * Revolution by Darius
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/songs/1995/xm/r/runaway.zip 126 ** Runaway Remix by Darius
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/songs/1995/xm/s/sl_nyear.zip 145 **+ New Year Landing by SledgHammer
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/songs/1995/xm/s/sol-powe.zip 490 ***+ Power 11 by Solaris/Nearly Gods
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/songs/1995/xm/s/stim8.zip 155 ***+ S-tim8 by S-Teri
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/songs/1995/xm/s/suitlnd1.zip 65 + ??? by Darius
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/songs/1995/xm/t/tatham.zip 69 *+ Tatham Mound by Darius
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/songs/1995/xm/t/thoughts.zip 77 * Blind Man's Thoughts by Darius
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/songs/1995/xm/t/thru.zip 255 **+ Thru Mi Arms by S-Teri
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/songs/1996/mod/i/intmorbd.zip 46 *+ Intro to Morbidity by Napalm
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/songs/1996/mod/k/k_ethnik.zip 385 **+ Ethnik(+) by Hollywood
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/songs/1996/mod/l/lw_jupi.zip 71 **+ Jupiter Thunder by Michiru
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/songs/1996/mod/l/lw_mars.zip 192 ** Mars Fire!!! by Luna
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/songs/1996/mtm/k/k_beats.zip 98 *** A Workout for Beats by Maelcum
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/songs/1996/mtm/k/k_phot2.zip 129 *** Photoq(slow mo mix) by Maelcum
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/songs/1996/mtm/k/k_wagon.zip 283 *** Wagon Station by Maelcum
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/songs/1996/mtm/o/orf_iodi.arj 118 **+ Iodine Ionosphere by Orf
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/songs/1996/mtm/p/pc_pirat.zip 136 **+ Treasure Island by Gus
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/songs/1996/other/k/kx-disc.zip 246 ***+ Discovery by Kxmode
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/songs/1996/other/k/kx-frice.zip 191 *** Fire & Ice by Kxmode
|
|
/songs/1996/other/k/kx-krom1.zip 82 ** Khromatix(remake) by Kxmode
|
|
/songs/1996/other/m/my-mtrip.zip 232 **+ Midnight Tripper by Mysterio
|
|
/songs/1996/other/p/pf-spbol.zip 205 *** space_bollocks by Pfister
|
|
/songs/1996/other/p/pf-tmonc.zip 94 **+ TELEM0NCH by Pfister
|
|
/songs/1996/s3m/j/jbfallin.zip 156 **+ Falling Higher ... by Schizoid
|
|
/songs/1996/s3m/k/k_emerld.zip 302 ****+ Emerald Visions by Leviathan
|
|
/songs/1996/s3m/k/k_hippo.zip 190 ****+ The Blue Hippo by Siren
|
|
/songs/1996/s3m/k/k_mercy.zip 555 **** Merciful Lie by Siren
|
|
/songs/1996/s3m/k/k_mgimp.zip 184 ***+ Majik Gimp by Lord Pegasus
|
|
/songs/1996/s3m/k/k_mirage.zip 343 *** Mirage Arcana by Phoenix
|
|
/songs/1996/s3m/k/k_rhythm.zip 411 ****+ Rhythm Seclusion by Siren
|
|
/songs/1996/s3m/l/la_mode.zip 188 ***+ La Mode by Nova & Darkwolf
|
|
/songs/1996/s3m/m/mermaid.zip 238 ***+ The Story of the Mermaid by Atl.
|
|
/songs/1996/s3m/m/ms-sarah.zip 28 **+ Sarah by Misfit
|
|
/songs/1996/s3m/o/offnight.zip 84 **+ Art Official Night by D. Anderson
|
|
/songs/1996/s3m/p/panchos.zip 73 **+ Yellow Panchos by Cracker
|
|
/songs/1996/s3m/p/pc_woerm.zip 169 **+ Waves of Energy remix by Pt.Zero
|
|
/songs/1996/s3m/t/timeflow.zip 129 **+ Timeflow by Julien Lariviere
|
|
/songs/1996/xm/l/lok_coud.zip 258 *+ Cloudland by Reflex
|
|
/songs/1996/xm/l/lok_nuke.zip 104 * Nuked by Ganja Man
|
|
/songs/1996/xm/m/matt-htd.zip 34 * Hardcore Tekkno.. /Matt The Fish
|
|
/songs/1996/xm/o/ophelia.zip 347 ***+ Ophelia by Xerxes
|
|
/songs/1996/xm/p/pepper01.zip 165 **+ Prepulsion by Kaakao
|
|
/songs/1996/xm/p/pepper02.zip 156 ** Using Rubbers by Kaakao
|
|
/songs/1996/xm/p/pepper07.zip 315 *** One Love (edit) by Kaakao
|
|
/songs/1996/xm/p/pepper08.zip 245 **+ Twisted Industry by Futile
|
|
/songs/1996/xm/p/pepper09.zip 179 **+ Gullsten by Kaakao
|
|
/songs/1996/xm/p/pepper11.zip 218 ***+ Bruyzeel by Futile
|
|
/songs/1996/xm/p/pepper12.zip 162 *** Eucalyptus Obliqua by Futile
|
|
/songs/1996/xm/p/pepper13.zip 271 **+ Kolumbus by Kaakao
|
|
|
|
=----------------------------------------------------------[Graphics:General]-=
|
|
Location /demos/graphics Size Rated Description
|
|
=-------------------------------- ---- ----- ---------------------------------=
|
|
/disks/1996/l/lt-flush.zip 422 ** Flush (four images) by Light
|
|
/images/1995/l/lt-dance.zip 57 ** Dances with Fire by Light
|
|
/images/1995/s/sck-sunr.zip 144 *** Sunrise by Das
|
|
/images/1996/l/lt-shrms.zip 766 *+ Shrooms by Light
|
|
|
|
=-----------------------------------------------------[Graphics:Non-Reviewed]-=
|
|
Location /demos/graphics Size Description
|
|
=-------------------------------- ---- ---------------------------------------=
|
|
/people/a/axl.gif 139 Axl / Daskmig
|
|
/people/n/nova.jpg 237 Nova / Acid
|
|
/people/p/pyro_1.gif 50 Pyromaniac / Pure Resistance
|
|
|
|
|
|
=-[Articles]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
=---------------------------------------------------[Introduction]--[Snowman]-=
|
|
|
|
Hello all, and welcome to DemoNews issue 114.
|
|
|
|
Look at that. We dropped by 29 subscribers this week. The reason? People
|
|
have lost e-mail addresses and so DemoNews bounces. Perhaps some of the
|
|
136 people who downloaded DemoNews via ftp would like to consider
|
|
subscribing to counteract that drop? See the subscription info below.
|
|
|
|
I would like to make a formal apology to the fellows of ACiD. Last week in
|
|
the "Top Downloads" section of this newsletter, I described the top
|
|
download of the week (an ansi pack) in less than overjoyed terms. About 5
|
|
ACiD members have written me since then and voiced concern that I might be
|
|
representing the ansi scene unfairly. After looking through the pack, I
|
|
recognize that modern day ansi packs actually contain very little ansi.
|
|
Instead, the ansi scene seems to have flourished with many talented
|
|
graphicians doing high-resolution works of art. Apparently I was behind the
|
|
times and had some misconceptions.
|
|
|
|
In order for us to keep the number of music files in /incoming to a
|
|
tolerable limit, we need more music reviewers. Please contact Diablo at
|
|
diablo@ftp.cdrom.com if you are interested in joining our team. The only
|
|
way that our site and newsletter can continue to grow and get better is
|
|
with increased help from the public. Imagine the pride of having your very
|
|
own alpha sub-range of songs to review!
|
|
|
|
A few weeks ago, Dennisc on the IRC channel #trax suggested that we rate
|
|
the files under /graphics/people. This is still under consideration.
|
|
|
|
Warning! Look out for Juhla 96 demo makers on chemical substances! This is
|
|
the only way I can think of to explain some of the odd entries this year
|
|
(not bad at all, just odd). And while we're on the topic, kudos go to COMA
|
|
for their new productions "Paimem" and "60BR W." I don't quite understand
|
|
these demos but they are certainly the freshest new things I've seen in
|
|
some time. The world is already sick of toruses, stupid ducks and faces
|
|
from 3DS, and the 18-bit tunnel plasma... now it's time to just confuse the
|
|
heck out of the viewer! :)
|
|
|
|
My tip this week is to download as many new demos as you possibly can. I've
|
|
reviewed over 50 this week and have noticed some new trends appearing. We
|
|
both know you don't want to get made fun of on IRC. So kick start that
|
|
ncftp2 in your BSD box because some truly great and memorable demos await.
|
|
|
|
Snowman / Hornet - r3cgm@ftp.cdrom.com
|
|
|
|
|
|
=------------------------[Introduction to 3D Graphics Programming]--[Kiwidog]-=
|
|
|
|
_____Greetings
|
|
|
|
Hello everyone,
|
|
|
|
As my first code article since joining the Hornet crew, I've decided to
|
|
write an introduction into 3D graphics coding. Trixter informed me that
|
|
DemoNews has never had a 3D article, so it seemed like a good idea. :-)
|
|
|
|
This will not be just one article - far from it. In fact, it will take
|
|
quite a few articles to cover all the information I want to (after finding
|
|
out about space limitations on article size I'm allowed to write, I've had
|
|
to chop up the series into smaller pieces). But expect a minimum ten or so
|
|
articles coming your way...
|
|
|
|
Most of the articles directly here in DemoNews will be abridged versions of
|
|
the full articles themselves (I will have to remove or shorten a few
|
|
sections to fit them in here). However, the full article for each issue
|
|
will be available in a supplement file on ftp.cdrom.com, either under
|
|
/pub/demos/incoming/news/ or under /pub/demos/hornet/something_or_other. :)
|
|
|
|
The supplements will be DNxxx_3D.ZIP, where xxx is the number of the
|
|
DemoNews issue (in this case, 114), and will include the full article for
|
|
that week as well as some sample C/Pas/Asm source from time to time.
|
|
|
|
This series will assume you've never done 3D graphics (or "Vectors" as the
|
|
scene likes to call it) before. I'm going to try this on a very basic
|
|
level. If you're already familiar with the essentials, you might want to
|
|
hit PgDn a few times. Eventually, I'll write about more complicated 3D
|
|
issues in later articles. But let's take it one step at a time...
|
|
|
|
_____What You Need To Know First
|
|
|
|
I'm assuming you have a knowledge of basic algebra, i.e. early high school
|
|
level math. If you've had some Trigonometry already, that will help out,
|
|
but I'll try to cover the basics of what you need from that as well. But,
|
|
more important than any one particular requirement, you have to like math,
|
|
or at least a willingness to like it.
|
|
|
|
MATH IS ONLY BORING IF YOU DON'T HAVE A USE FOR IT.
|
|
|
|
Basically, 3D coding is not really about programming... it's almost
|
|
entirely about math. The amount of time you spend thinking about what
|
|
you're doing is generally a lot longer than the time you actually spend
|
|
pounding the keys writing the code.
|
|
|
|
If you don't think you like math, and you're a coder, chances are you
|
|
probably _DO_ like math and just don't know it. :-) I'm serious... a lot
|
|
of times when you hate a subject in school, you don't really hate it, you
|
|
just think you hate it because you hate the way it's taught. Once you get
|
|
down to finding a purpose for all that "useless" knowledge.... it becomes a
|
|
heck of a lot of fun.
|
|
|
|
So if you like math, and you like coding graphics, you've come to the right
|
|
place. If you like coding graphics but don't like math... give it a
|
|
chance; you may find out something new about yourself. :-)
|
|
|
|
_____What You Don't Need to Know First
|
|
|
|
Okay, generally speaking, the chain of math courses taught in high school
|
|
and college (or their European equivalents, which I can't really speak for
|
|
but I can take a guess) goes something like this:
|
|
|
|
01. Algebra
|
|
02. Geometry
|
|
03. Analytical Algebra
|
|
04. Trigonometry
|
|
05. Pre-Calculus
|
|
06. Calculus
|
|
07. Linear Algebra
|
|
08. Vector Geometry
|
|
09. Multivariable Calculus
|
|
10. Differential Equations
|
|
11. Even more complicated issues that I haven't gotten to yet...
|
|
|
|
You need to know up to #3 to make use of any of this. #4 would be helpful,
|
|
although I'll cover a few things here in the beginning to get you going, if
|
|
you've never taken Trig before. The Trig info is *NOT* in this abridged
|
|
version of this article, but is in the full version in the supplement file,
|
|
DN114_3D.ZIP. So if you don't know any Trig, make sure you grab a copy of
|
|
that supplement file.
|
|
|
|
Pre-Calc and Calc aren't directly needed for this series, although you'll
|
|
find it useful later on in life when you want to make really cool movements
|
|
for your vectors. And if you know through #7, life is a breeze; you can
|
|
forget most of this beginning crap. :) Anything after that I'm not going to
|
|
cover by itself, but you'll find it helpful if you know it, as you try more
|
|
innovative ideas with your vector code. But still, it's not necessary at
|
|
all for the little I'm going to be able to teach you. :)
|
|
|
|
_____What Will Be Covered In This Series
|
|
|
|
Whew, it's a whopper. Here's the series layout as I'm planning it so far.
|
|
As you can tell, the first couple articles are for the _very_ beginners,
|
|
like the kind who know how to code, but have never even touched anything
|
|
with 3D before. After the first few, it'll get more interesting though, so
|
|
bear with me (if you have some 3D experience already, you can forget
|
|
reading the first few articles; they won't do you any good).
|
|
|
|
01. Basic Trig functions, 3D Coordinate to 2D Screen Projection.
|
|
02. 2D and 3D Rotations & Other Transformations.
|
|
03. Dot and Cross Products, Backface Removal and Lightsourcing.
|
|
04. Polygon Fills - Flat and Lambert
|
|
05. Polygon Fills - Gouraud and Phong
|
|
06. Polygon Fills - Affine Texture Mapping
|
|
07. Polygon Fills - Perspective Texture Mapping, Perspective Correction
|
|
08. Spherical and Cylindrical Coordinates
|
|
09. Polygon Fills - Bump Mapping
|
|
10. BSP Trees and Spatial Partitioning
|
|
11. Polygon Fills - Reflection Mapping
|
|
12. Alternative Camera Positioning and Motion
|
|
13. Path Management, Linear and Bezier Curve Movement
|
|
14. Basic Inverse Kinematics
|
|
15. (Unknown - I'm not sure how much further I can take it without risking
|
|
losing the few tricks I have up my sleeve for my future :)
|
|
|
|
It's quite likely that the later articles will be split into separate
|
|
articles as well (I doubt I can fit both Gouraud and Phong, for example,
|
|
into one article). So the numbers are probably going to get higher and
|
|
higher. It will probably be around the time of NAID or afterward that the
|
|
series ends.
|
|
|
|
Get ready for a crash course in 3D... :-)
|
|
|
|
_____Section One - Basic Trigonometric Functions
|
|
|
|
Well, the majority of you have taken Trig by now, so by space limitations,
|
|
I can't fit this section in here. But as I mentioned before, the section
|
|
is in the supplement file, so make sure to download that if you need a
|
|
rundown on the Trig you'll need.
|
|
|
|
_____Section Two - The 3D Cartesian Coordinate System
|
|
|
|
Okay, you're undoubtedly already used to doing graphics in 2D using the X
|
|
and Y axes; it's what you've been doing in algebra all along. Well using X
|
|
and Y is the 2D standard of the Cartesian coordinate system, and likewise,
|
|
we need to add another axis of depth for 3D - The Z axis. But where does
|
|
this Z axis go?
|
|
|
|
Well X and Y are perpendicular to each other in the 2D plane. It's the
|
|
same as the plane of your screen, for example. Well in 3D, we can get
|
|
depth by putting the Z axis perpendicular to that entire plane altogether,
|
|
going either into or out of your screen.
|
|
|
|
A common term for a line or plane perpendicular to another plane is
|
|
"orthogonal". That is, we want a Z axis that's orthogonal to the XY screen
|
|
plane.
|
|
|
|
But in which direction? It can either go into or out of the plane, so
|
|
which one is right? Well this is really entirely by convention... the
|
|
standard way is to use a "right handed" orientation. What's a right handed
|
|
orientation? Okay, hold up your right hand in front of your face. Point
|
|
your thumb toward your nose. Now look at your fingers... they curl
|
|
counterclockwise. This is the basis behind a right-handed system.
|
|
|
|
When you have the XY plane, the two axes for X and Y are to the right and
|
|
going up, respectively. So if you start your hand at the first axis, X,
|
|
and curl your right hand's fingers in the direction of the second axis, Y,
|
|
your thumb will point out toward your nose.
|
|
|
|
So the Z axis goes out of the screen, toward you, by a right-handed system
|
|
(for the same reason, if you used the YX plane instead of the XY plane, the
|
|
curl would be in the opposite direction and Z would go into the screen
|
|
instead).
|
|
|
|
Cheesy ASCII graph....
|
|
|
|
Y
|
|
|
|
|
|
|
|
| Screen Plane
|
|
|
|
|
|
|
|
/-------X
|
|
/
|
|
/
|
|
/
|
|
Z
|
|
|
|
|
|
The graph above is the way we're going to do it in this doc. All 3D
|
|
Cartesian really is, is just the same coordinate system you're used to, but
|
|
with the added dimension so you can locate a point anywhere in space and
|
|
not just on a plane. End of story (You might find later that other
|
|
coordinate systems, like spherical and cylindrical, can help out with some
|
|
routines... but I'll go over those in time).
|
|
|
|
Short section, eh? There's more, but not much. :-) Well, now with the 3D
|
|
system in your grasp, it's time to put it to use, and get some 3D points to
|
|
show up on-screen.
|
|
|
|
_____Section Three - Perspective Projection
|
|
|
|
Now we've got this nice XYZ spatial coordinate system... but how do we take
|
|
advantage of it and get some stuff on-screen from it? In 2D, it was
|
|
easy... you just used the same X axis as in your coordinates, and the Y
|
|
axis was the same only flipped upside down (since as you know, in coding
|
|
it's easier if the Y axis goes down, for calculation reasons). But how are
|
|
we going to take this Z thing into account and make things look right?
|
|
|
|
The way we do it is by "Perspective Projection". Perspective is a pretty
|
|
basic idea which you see continuously in your life.... Things further away
|
|
from you look smaller than things closer up. Pretty obvious fact that
|
|
you've lived with throughout your existence. :)
|
|
|
|
Well all we have to do is turn that simple principle into math...
|
|
|
|
English way: "Things further away from you look smaller than things
|
|
closer up."
|
|
|
|
Math way : "The projected size of any object in the eye is inversely
|
|
proportional to its distance from the eye".
|
|
|
|
It's more "math-like", but still makes sense, right? They both mean the
|
|
same thing more or less, but the second phrase is more easily turned into
|
|
equation form... the kind we can put into our code.
|
|
|
|
Okay, by our ASCII graph of the coordinate system, your eye lies right
|
|
along our Z axis, staring down in the negative direction (the Z axis goes
|
|
out of your screen, and you're looking in). So an object's, or point's,
|
|
distance from the eye is going to have a lot to do with the Z coordinate of
|
|
that point.
|
|
|
|
So the first thing we need to settle is, if our eye (or in our case, the
|
|
video screen) is sitting somewhere along the Z axis.... where along the Z
|
|
axis is it? In truth, this is entirely up to you... the screen is just a
|
|
"camera", and we're trying to find a convenient place for it to sit. All we
|
|
know is that it goes along the positive Z axis.
|
|
|
|
It turns out for calculation reasons that a very effective place to put the
|
|
camera is at Z=256. You'll see why in a minute... (and no, none of this is
|
|
carved in stone. Cameras can go anywhere and view in any direction, it's
|
|
just that the math gets more complicated).
|
|
|
|
Okay, now we've got the camera at (0,0,256) and pointing in the negative
|
|
direction. That means that our Cartesian origin is exactly 256 units away
|
|
from us, right along our line of sight. The next thing we need to make up
|
|
is a frame of reference for X and Y.... How big, visually, is a unit along
|
|
X or Y? Well we can use any set of values we see fit, but just to make it
|
|
easier on the brain, we want to use something we're already used to...
|
|
something intuitive...
|
|
|
|
How about 1 pixel? It's easy to compute, since it's the same as your
|
|
screen plane. Okay, so we know _somewhere_ viewable along this axis, X and
|
|
Y are going to mean 1 pixel units.
|
|
|
|
But where along the Z axis? If things get larger as they get closer and
|
|
smaller as they get further away, where's a good distance to say where the
|
|
unit/pixel plane sits?
|
|
|
|
Heck, why not just use the Z=0 plane? After all, we know the origin is
|
|
perfectly visible (256 units down the -Z axis) so the origin is easily in
|
|
reach, and probably will make it easy to calculate our perspective viewing.
|
|
|
|
Okay, we've got all we need to set up some perspective equations. Now
|
|
let's do some simple examples in our heads so we can find out where these
|
|
equations are coming from...
|
|
|
|
In 320x200 resolution (you can use any resolution you want, really, but
|
|
this is just for demonstration), the center point of your screen is at
|
|
(160,100). Makes sense, and you're probably very used to this by now.
|
|
Well, we're viewing along the -Z axis, so that's where our axis is going
|
|
down. Right along the line of that pixel. No up, no down, no left, no
|
|
right. That's it.
|
|
|
|
Now we know that at Z=0, every X and Y unit means one pixel. So where
|
|
would (5,5,0) be positioned? Well, it's the same as our screen plane, so
|
|
there's no distance adjustments to do. It's 5 to the right of the origin,
|
|
so ScrX=160+5 = 165. And it's 5 above the origin, which is in the opposite
|
|
direction of our "screen plane" Y, so that's ScrY=100-5 = 95. You've got
|
|
your projected point.
|
|
|
|
So what to do with points not on Z=0? Howsabout (5,5,128)? Well if we
|
|
think about it, Z=0 is 256 units distance from the screen. Well Z=128 is
|
|
256-128 = 128 units distance from the screen. Exactly half of the distance.
|
|
|
|
Half the distance? That makes it twice the size! :-) So instead of adding
|
|
5 to X and subtracting 5 from Y, you'd use 10 instead for each axis. That
|
|
would give us screen coords (170,90) for this point. Same 3D X and Y as in
|
|
the first example, but the fact that it's so much closer makes it look
|
|
further from the center of the screen... the essence of perspective. :)
|
|
|
|
Now in general, our equations go something like this
|
|
|
|
ScrX = ( Lens*X / Distance ) + CenterX
|
|
ScrY = CenterY - ( Lens*Y / Distance )
|
|
|
|
I'll explain each piece. First, ScrY _would_ be the same basic equation as
|
|
ScrX, except that we have to do the subtraction instead because Y goes down
|
|
onscreen, not up. Anyway, we have a few variables here...
|
|
|
|
ScrX and ScrY are the screen point of the 3D point we're trying to project.
|
|
I figure you guessed that one already. :-)
|
|
|
|
Distance is the distance of the point from the eye. As we discussed
|
|
before, this has a _direct_ correlation to the Z coordinate of our 3D
|
|
point. Now since we're on the positive Z axis but viewing in the negative
|
|
direction, and we know that at Z=0 the distance is 256, then any point
|
|
where Z > 0 will have a distance < 256. Likewise, if Z < 0, the point will
|
|
be further away than the origin, and distance > 256. This makes distance a
|
|
very simple value:
|
|
|
|
Distance = (256-Z)
|
|
|
|
Pretty easy, eh? :-) Now, Lens is a multiplier used to give your
|
|
projection the right "field of view" that you want. You can manipulate
|
|
Lens to give the projection a very narrow range of vision, or to give it
|
|
the classic "wall-eye" view as well. But in general, a really messed-up
|
|
field of view will make people want to vomit. It's not natural.
|
|
|
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So we want to set it to something that will "feel" natural. Well, from our
|
|
calculations and the fact that we want a unit/pixel relationship at Z=0, we
|
|
can get our Lens factor immediately... 256. It's also a nice multiplier,
|
|
as you can use bit-shifts to get it, instead of a costly MUL instruction.
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|
|
|
And finally, CenterX and CenterY are positive integers that match to the
|
|
center X and Y point onscreen; 160 and 100 in this case (the Center value
|
|
for any resolution is just the resolution/2, which makes sense).
|
|
|
|
So, from there, our equations boil down to
|
|
|
|
ScrX = ( 256*X / (256-Z) ) + 160
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|
ScrY = 100 - ( 256*Y / (256-Z )
|
|
|
|
The first thing you should recognize is that we don't need to calculate
|
|
(256-Z) twice. Also, if you use fixed point, you can calculate the divide
|
|
only once as well, but that's for a later article (I'm not focusing on
|
|
optimizations in this one). Anyway, let's work out one of our previous
|
|
examples using these equations and see if we get the same result. How
|
|
about the (5,5,128) one... let's see...
|
|
|
|
Distance = 256-Z = 256-128 = 128
|
|
|
|
ScrX = ( 256*X / 128 ) + 160
|
|
= ( 256*5 / 128 ) + 160
|
|
= 10 + 160
|
|
= 170
|
|
|
|
ScrY = 100 - ( 256*Y / 128 )
|
|
= 100 - ( 256*5 / 128 )
|
|
= 100 - 10
|
|
= 90
|
|
|
|
Yup, same answer! And these equations go quite easily into code. :-)
|
|
|
|
Now you'll find that using straight integer math with these equations will
|
|
work well at first, but there are added advantages to using fixed point
|
|
math as well. If you're familiar with fixed point, you should have few
|
|
problems trying to adapt this to it, speeding things up in the process. If
|
|
you're not familiar with it, don't sweat it; I'll cover it in an upcoming
|
|
article.
|
|
|
|
Well, looks like that's the end of this article... make sure to check out
|
|
the supplement for some sample source in Pascal and C, and try a few
|
|
experiments out on your own! You'll want to get very familiar with
|
|
projection as we get into more advanced stuff later on... and since it's at
|
|
least a week until the next DemoNews, you've got the time, so take
|
|
advantage of it. :-)
|
|
|
|
Next issue, it'll be time to start on our path to not just getting these
|
|
points up there, but getting them to move. Straight movement left, right,
|
|
up, down, in and out is easy... you just add or subtract from X, Y, or Z.
|
|
But rotation, that's another story.
|
|
|
|
Until next time.
|
|
|
|
Kiwidog / Hornet , Terraformer - kiwidog@vt.edu
|
|
|
|
|
|
=------------------------------------------------[OZ96 Mini-Report]--[Random]-=
|
|
|
|
Hello, Random here. I was one of the organizers of the small demo party
|
|
called Oz96 held here in Australia on the week of the 17th of January! This
|
|
is just a short party report, my full report will be in the Oz96 party
|
|
report (real intro thing :]), or in NWO#9, or in What?!#2 or wherever.. :)
|
|
|
|
Unfortunately this article has been inspired by something depressing.
|
|
Unlike some of the other short reports I have written for Oz96, such as the
|
|
TraxWeekly Music compo report, that report was written in a happy mood
|
|
after hearing good comments of Oz96. But of course some people believe
|
|
that everything is bad, and they must put it down, so that is what has
|
|
inspired this! :(
|
|
|
|
Anyway, the party started on the 17th of January ('96), and finished on the
|
|
19th. There were 'officially' 59 people who attended, but another 5-10
|
|
people decided that they didn't need to pay so they abused our rather
|
|
friendly attitude. :( That was mainly because they only stayed for a
|
|
couple of hours anyway, so it wasn't that bad. (Also two people who turned
|
|
up just before the final compo on the last night of the party didn't have
|
|
to pay).
|
|
|
|
The organization of the party got off to a bad start. :) Of the 4
|
|
organizers in Sydney (where the party was held), 2 of them were on Holidays
|
|
in the US up till the 13th of January!! :) But just about everything went
|
|
quit well despite that. :)
|
|
|
|
On the first day of the party when the organizers were supposed to turn up
|
|
early, all but one (ME!) came late, so it was again weird. :) We had
|
|
noticeable problems setting things up, the venue was still in a slight mess
|
|
when the actual people started turning up, and we didn't get the network
|
|
fulling running until the next day! :) But it didn't really matter.
|
|
|
|
Once people started turning up the main problem was that even though we had
|
|
locked the front entrance to the party and put a sigh saying that entry was
|
|
at the rear, somehow people managed to get in through there! :) So it made
|
|
selling the tickets slightly more trouble than expected. :) But due to the
|
|
fact that everyone attending was quite honest nobody purposely evaded
|
|
paying. Well, with some exceptions, but they had their 'reasons' which
|
|
were fair, in some cases (but I wont bother getting into them).
|
|
|
|
Once the actual party started, i.e. us organizers started speaking and
|
|
shit, we realized that we didn't have a working microphone! :) The one we
|
|
had was broken. :( But it was a small enough venue so that it wasn't
|
|
really necessary! Due to that and some other things, the first compo, the
|
|
Ansi compo, was delayed slightly. We also realized that the big screen
|
|
projector we had been promised was not turning up! :( So instead of having
|
|
use of a AU$20,000 digital projector which we were promised, we had to put
|
|
up with a rather old PAL projector, and a VGA2PAL converter. Needless to
|
|
say the quality was not the highest. :(
|
|
|
|
But once we had everything going, and we started collecting ANSI entries,
|
|
we were suddenly shocked to find only 2 entries entered before the
|
|
'deadline'!! :) So we extended the 'deadline' slightly to figure out what
|
|
the hell was going on, and in the next 5 minutes, another 9 entries turned
|
|
up. =) So we were happy! :)
|
|
|
|
The ANSI compo went through without any incident and same with the VGA
|
|
compo afterwards! When we came to the music compo, everything was going
|
|
good, and we had played 15 (of 24) entries, when the neighbors decided to
|
|
complain. :) It was about midnight by now, so it was understandable. :)
|
|
|
|
The lucky entry to be the 'cause' of the complaint was called the "Tired
|
|
Man", and was by Tuksu (sort of in the group Tpolm :]). That entry did not
|
|
come out 'as expected' on the sound system, and so it was understandable at
|
|
the time why the neighbors got angry. :) In the end Tuksu ended up placing
|
|
4th, and he won a prize, so it turned out great for him! :)
|
|
|
|
Anyway, the remainder of that night was filled with 'Pulp Fiction' Laser
|
|
Disks, and Ren and Stimpy episodes, so it was fun! :)
|
|
|
|
The next day we finally got the Network running very well, and despite the
|
|
quite rare blackout it was very stable! So we got some things like a very
|
|
large Doom2 comp going, in which one of our Sponsors, Spatial Systems, was
|
|
giving away two of their 'SpaceBall' 3D controllers, which we all got
|
|
plenty of time to play around with! :) Also some Command & Conquer games
|
|
got going, but the best game; Ozone&Random vs. BlackArtist&Friend didn't
|
|
get going. :( hehehe...
|
|
|
|
Once we got back into the competitions again things were delayed again, but
|
|
we eventually got the 16k music compo going well, and everything was fine.
|
|
:) But, when it came to the 4kb intro and demo compos, things got 'hairy'
|
|
:) We realized that the compo machine had not arrived (since on the night
|
|
before it experienced 'technical' problems), so we had to find a
|
|
substitute. That made some people happy, (hiya Gaffer) as it let them
|
|
finnish their entry! :) In the end we used a 486dx2-66mhz, instead of a
|
|
dx4-100mhz, but there were very few complaints. :)
|
|
|
|
Once we got those compos going they went nicely, very few entries crashed,
|
|
and when they did they were re-played with a different setup anyway.. So
|
|
overall things were nice. Unfortunately due to the mixups before the compo
|
|
one entry was not shown!! That was 'From Real 2 SuperReal' By Jsno/Hornet,
|
|
which was a great pity that it wasn't shown, but by the time we realized it
|
|
was too late. :( That demo is one of the best from the party so I suggest
|
|
you get it, it will be released with the rest of the entries.
|
|
|
|
After (and during) the demo compo (which was the last event) many people
|
|
started getting intoxicated [hide] :), and so the results of the demo compo
|
|
voting probably were affected by that. ;) But lots of fun things happened
|
|
at this time, and it was a good end to the party! (I wont say much of
|
|
this, I'll leave it to one of the other reports, which will include the
|
|
interview with one particular drunken group. :])
|
|
|
|
In the end, most people said they were quite happy with the party, and were
|
|
anticipating Oz97! :) Which it seems will be held same time next year but
|
|
in Queensland, not NSW. That should be interesting. :)
|
|
|
|
From how I see it, the scene is made for fun! And that is the ONLY thing I
|
|
had in mind while doing whatever organizing I was doing. Unlike some large
|
|
Euro parties which are basically organized by large Companies who sponsor
|
|
the event, Oz96 was all for fun. And that's what happened in the end.
|
|
|
|
I am very happy with how things turned out, and even though we only had
|
|
around 70 people attending, all the costs were totally covered, including
|
|
prize's. So it goes to show how the scene can have fun without the
|
|
'commercialism' that becomes so prominent in the larger parties..
|
|
|
|
I guess I can close by saying; "We had no Damn Rave in the sleeping area!"
|
|
|
|
Bye then.. =)
|
|
|
|
Random / xtatic , Oz96 Organizer - random@zip.com.au
|
|
|
|
|
|
=-[Subscribing]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
_____How to subscribe to DemoNews
|
|
|
|
Mail to : listserver@unseen.aztec.co.za
|
|
Body : subscribe demuan-list [first_name] [last_name]
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|
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The listserver will send DemoNews to your e-mail's return address.
|
|
|
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_____Back Issues
|
|
|
|
Older issues of DemoNews can be located under /demos/hornet/demonews.
|
|
Newly released issues of DemoNews are posted to /demos/incoming/news.
|
|
|
|
|
|
=-[Closing]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
For questions and comments, you can contact us at r3cgm@ftp.cdrom.com
|
|
Your mail will be forwarded to the appropriate individual.
|
|
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|
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...........................................................End.of.DemoNews.114.
|
|
|