CompuServe Thread

#MegaFlames

20 messages in this thread
#436From: John M. HesterNov 5, 1994 6:30 PM
Hidy Ho Neighbors! How about our new digs? Not the most appropriet place but it will do. There has been some interest expressed in restarting some of the flaming and since I started the first round I would like to start it up again. Besides, I miss the mail. Remember, this is all in good fun and the views expressed are not neccissarily my own. Play nice, kids. What do you people have against .FL? and bitmaps? Are you going to tell me that the pictures in 2 Reality were draw pixel by pixel? How about the Gates warp in EMF's demo? Bitmaps! Why not use 3ds or something to create an impressive object (instead of that 16 color crap) and move it around. Thats how we do it and as soon as you see our new screen saver (due out by xmas) I dare you to scoff. It runs in Windows and speed is no problem. I had to introduce timing loops to slow it down! Exactly how it is done is by creating a .DIB sequence and retreiving and bitblitting the .DIB to the screen at different locations. The same way Mortal Kombat was done. Get with the times folks, there is always an easier way. Next I would like to rave on .MOD files if that is ok. Ah, I can feel the heat already! Windows, Windows, Windows!
#440From: Dan RichardsonNov 5, 1994 10:42 PM
>>What do you people have against .FL? and bitmaps?<< What do you have against real performance? Look at Airframe, and estimate the file size and required hardware for playback of a FL* version, with the whole screen in motion because it's a flythrough, not just a dif against a static background. It's something like 6 minutes long. And it includes nonstop audio, accurately synchronized to the action. And of course it incorporates the player and driver code in the single exe. It's a 60k file. 60k, not 60 megs. And it plays fine full frame on a 386-20 laptop with 4 year old video. Try that in Windows. I'll even grant you the filespace overhead of the entire Windows GUI, because you need it to play Solitaire. >>How about the Gates warp in EMF's demo? Bitmaps!<< Of course it's a bitmap. Who was dissing bitmaps? It's 1 bitmap with real time manipulation. Do that sequence as a FL* and it'd be bigger than the entire demo. FL* is a great format for development. So is an uncompressed TGA file. >>Next I would like to rave on .MOD files if that is ok.<< I've got a decent collection of rave MODs. This should be fun.
#636From: James CookNov 8, 1994 9:19 PM
>> Look at Airframe…It's something like 6 minutes long…It's a 60k file. 60k, not 60 megs…. I haven't seen the sequence you talk about, but I have been programming graphics for quite a few years. I've recently written a FLI/FLC player for our companies use, but I don't know of any format that could store a six minute (360 seconds, maybe 3600 frames, at low res > 230 MB uncompressed) animation in 60K. Is this true or ? As far as industry standard formats go, we did an FLC around 4MB and when we saved it as an AVI file it was 300K. AVI of course is a lossy compression however, and FL? always gives you exactly what you started with. jim
#649From: Geoffrey S. KaneNov 8, 1994 11:42 PM
jim Airframe is not compressed, and it is not a data file. Rather, it's an executable the creates each frame from scratch (calculates what is where and draws it to the screen) each time it is run. Now, I don't think that any of us here actually dis-like .FLI/.FLC files (I myself have an ever growing library of them), rather we apreciate the skill involved in creating a 30 fps animation at 30 fps as oposed to creating a 30 fps animation one frame at a time (which each frame taking minutes, if not hours) and playing it back later. Jeff
#657From: Dan RichardsonNov 9, 1994 1:18 AM
>>I haven't seen the sequence you talk about, but I have been programming graphics for quite a few years.<< Get it, run it, you won't be sorry. AIRFRA.ZIP, lib 17, demo team sources. 61k download. If you don't have a GUS soundcard, you won't hear the audio. Whistle along, and bear in mind that the audio's also interesting, nonstop, and synched to the video.
#704From: Josh RodmanNov 9, 1994 11:12 PM
>> I haven't seen the sequence you talk about, but I have been programming graphics for quite a few years. I've recently written a FLI/FLC player for our companies use, but I don't know of any format that could store a six minute (360 seconds, maybe 3600 frames, at low res > 230 MB uncompressed) animation in 60K. Is this true or ? << Gaak! what a thought. 10 frames a second? As if the 15 frames most "multimedia" uses wasn't bad enough.
#443From: Lee TAylor [Demo Team]Nov 5, 1994 11:07 PM
The whole purpose of demos is _REAL TIME_. .FLs are great, but for any length of time the tend to get huge! Demos are all done REAL TIME, each frame IS NOT pre drawn, and just blitted to the screen. The demos are drawn as you watch them. One frame is displayed while the next is being drawn. With .FLs all you are doing is reading a file that has each frame already calculated and pre-drawn and then copying those frames to the screen. How long does it take for 3d studio to render say a 5 second flic at 20 frames per second? Probably quite a while. How long does it take a demo to render a 5 second animation at 20 frames per second? 5 seconds. Well, enough said for now. <-ya Lee TAylor [demo team]
#505From: Matt DruryNov 7, 1994 9:30 AM
John, The focus of this workgroup is to create demos in the style of "Future Crew" which push the limits of current hardware. Using a standard format such as Flx may be more portable and widespread, but not offer the slickness that direct coding can.
#564From: John M. HesterNov 7, 1994 11:07 PM
Come on, you can do better than that!
#586From: Matt DruryNov 8, 1994 8:57 AM
Better than what? We use no more than 10% of our brain capacity, right? I have to spread that 10% through 27 forums each morning, all without the benefit of a caffeine injection. Perhaps when I wake up I'll take a second look. <g>
#641From: John M. HesterNov 8, 1994 10:26 PM
I know how you feel. No offense intended. I've just been playing "flame wars" with some of these kids in the demo area for fun. I hope I didn't act too rashly. Thanks for your understanding. John
#696From: Lily OwensNov 9, 1994 8:24 PM
I'll vouch for that…it's true…10% of Matt Drury brains are spread all over the forums <grin> (you're amazing) hugs Lily
#548From: Rob McGregorNov 7, 1994 8:38 PM
>>Ah, I can feel the heat already! Windows, Windows, Windows!<< Ha ha ha ha ha ha ha!!! Hey dude! Love it!! Win95, NT, WinG & OpenGL…Dr. GUI rules! (I suppose DOS will be around for awhile though <G>
#555From: Brian ReedNov 7, 1994 10:15 PM
>>Ah, I can feel the heat already! Windows, Windows, Windows!<< >Ha ha ha ha ha ha ha!!! Hey dude! Love it!! Win95, NT, WinG & OpenGL…Dr. >GUI rules! Perhaps you guys want to start supporting it? (MS certainly leaves something to be desired, just in that). I need docs on using the 'Engine—' calls, patching text generation functions in GDI.EXE, and details on how to implement something like the Adobe Type Manager.
#567From: John M. HesterNov 7, 1994 11:08 PM
No sweat, be back to you next week.
#573From: Brian ReedNov 8, 1994 3:57 AM
>No sweat, be back to you next week. I look forward to it (really!) Bri
#565From: John M. HesterNov 7, 1994 11:08 PM
Right On Windows Brother! Let's make Gates a little richer.
#574From: Brian ReedNov 8, 1994 3:57 AM
>Right On Windows Brother! Let's make Gates a little richer. While yer at it, make ME richer. Worthwhile work for trade. Bri
#642From: John M. HesterNov 8, 1994 10:28 PM
If you can solve a problem for me maybe we can talk about it. I need to know how to set a Windows screen saver name dynamically without having to recompile my .DEF file. Any ideas?
#661From: Brian ReedNov 9, 1994 3:22 AM
>If you can solve a problem for me maybe we can talk about it. Hey now I thought you were one of the ones speaking so highly of the OS that I asked -you- for the support! <nudge nudge> 😉 >I need to know how to set a Windows screen saver name dynamically without having to recompile my .DEF file. Any ideas? Ideas sure, but wouldn't you rather have good docs? Recompiling a DEF file or screen saver module does NOT dynamically change a screen saver name. You need to copy it to a FILENAME.SCR file in the \WINDOWS directory, and restart Windows. So, before you start it, all you have to do is patch the .SCR file. Not pretty, but it would work within the re-start method. If you want to change the already existing blankers name, you'll first have to figure out what is known by Windows about the screen blanker names and files. Somewhere it has to store the list of screen blankers, probably at the core level, not just in the Desktop control panel application. Thats my guess because I know Windows looks up all existing blankers at startup. As far as run time permissions to find, read or change that core data of Doze, good luck… cant help ya there. Perhaps the best idea is to patch the SCR and give the user a dialog "Restart Windows now? Your screen blanker will be known as "ABC" until you do restart Windows". Bri