FATE / 7 Gods demo group (C) 2000 http://7gods.sk 1st place at DemoBit'00 26 Feb, 2000 Version 1.3 addendum fATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATE Release 1.3 notes 09/09/2000 Several optimizations have been done in version 1.3. It also comes with re- compiled scenes, smaller datafile and about 50% faster runtime engine. The only reason you won't notice dramatical Fatemark boost is, that some additional effects have been added to keep a performance ballance between the CPU & graphics killer scenes (chapel, fountain, gates) and the simple ones (morphing). The Lighting checkbox has been removed from the configuration dialog. Now there is no way to switch to vertex lighting. There are no credits in the intro morphing. The camera is still a bit jerky because of the realtime motion capture. The memory usage dropped down to about 55% compared to the previous releases. Loads A LOTS faster. Some people might consider this thing as a simple 3DS player or whatever. To avoid such a myths, here are some specs of the engine: - fast visible surface determination using BSP-trees, PVS and bv-culling - non-BSP static objects - static and dynamic vertex lighting - truecolor lightmapping - reflection enviroment mapping - dynamic objects - dynamic lightmap projection - static and dynamic mirrors - collision detection - dynamic shadows Of course, some of these features are not used / not visible in this demo. The engine itself became a bit out of date now, so take this release as the last one. No more time and effort gonna be feeded into Fate. Tren / 7Gods fATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATE Release 1.2 notes 15/08/2000 To install this new version, unzip all files from fate_v12.zip into your Fate directory (overwriting the old ones). There was only a tiny bug in the initialization. It crashed with GF256 class graphics cards with the drivers 5.xx and later. You should download the latest driver for your graphics card before running this demo. fATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATE Release 1.1 notes 19/03/2000 To install this new version, unzip all files from fate_v11.zip into your Fate directory (overwrite the old ones). Finally we could test FATE with some other graphic boards than nVidia (which are still the best, and provide full OpenGL support, nVidia rules!). We had only a short time for testing, but still figured out some annoying driver related stuff, which are not so easy to avoid, and affect the functionality of Fate and the overall visual quality. Therefore we added some additional checkboxes into the demo configuration dialog appearing at the start of FATE, these are: x 8 bit - most of accelerators support only 16, 24 and 32 bit rendering, so by checking this, you may force OpenGL to use generic software rendering. This MUST work with every possible HW configuration, elseway you have to reinstall OpenGL. x Mirrors - use stencil functions, which are not correctly implemented in some drivers (default=on). If the demo crashes after the intro (morphing), try to turn off mirrors. x Lighting - demo can render either vertex or lightmap lighting, by checking this you will select lightmaps (default=on). Vertex lighting is slower and looks ugly. x Reflection env-mapping - you can turn off if you encounter any problem or just to get better performance (default=on) x Trilinear filtering - speed related switch, but some hardware may not support trilinear filtering at all (default=on). x GL extension - you can turn of/off using OpenGL extensions The engine.cfg file has been removed. Please delete it :)) So here are some notes for the users of non-nVidia cards: ATI Rage 128 FATE was tested with an ATI All-in-Wonder 128 card and drivers shipped with the board (software release 06.11.1-CD17, drv file 4.11.6114) The demo ran ok, no crash, you can play with the switches. BUT you won't get the same visual quality than using nVidia cards, because: - Multitexture blending - GL_MODULATE for the second texture unit does not modulate the primary color correctly, causing overbrighting the scene. To avoid this, either turn off lightmaps (lighting=0) or turn off GL extensions to force multipass lightmap rendering. By doing this, you may also encounter some Z-buffer fighting. FATE was also tested with the driver included in GLsetup v1.0.0.110 shipped on the Quake3Arena CD. Using this driver FATE worked better, no multitexture bug, please use 32 bit color depth. Also we noticed, that the reflection mapping looks a bit ugly, probably the glPolygonOffset or glDepthMask work different, so you will see some side effects. If you know how to correct this issue, please drop an email (tren@7gods.rulez.sk). We will be thankful. (the *maybe* critical code section before redrawing reflection mapped polys by multipass: glEnable(GL_DEPTH_TEST); glPolygonOffset(-1.0f, -3.0f); glEnable(GL_POLYGON_OFFSET_FILL); glDepthMask(GL_FALSE); ... setting up texture and drawing polys... ) We recommend installing the latest version of GLSetup before running FATE. Matrox G400 To aviod crashing after the intro, do the following steps: - turn off 32 bit depth-buffer in the driver setup (driver config checkbox) - use 32 bit color depth rendering (FATE config dialog) - turn off mirrors (FATE config dialog checkbox) The demo should run OK this way. If you encounter any problem, try to turn off GL extensions . Note, that FATE was tested with a Matrox G400 Marvel card and drivers shipped with the board. Voodoo3 To aviod crashing after the intro, do the following steps: - do not try to run it in window! Switch to fullscreen mode! - turn off mirrors (FATE config dialog checkbox) Note, that FATE was tested with the GlSetup drivers from Quake3Arena CD (thanks, id software). Driver downloaded from the 3dfx site was not working at all (vlw9x-oem.exe dated from Nov1999). We recommend installing the latest version of GLSetup before running FATE. The driver does not support stencil functions, anyway, very smooth. Try 1600x1200 resolution. fATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATE 7 Gods demo group and other cool people participating in our life: Apache 7 Milan Janosik G apache@7gods.rulez.sk Destroyer 7 Juraj Barat G destroyer@7gods.rulez.sk Fefe 7 Martin Ferencei G fefe@7gods.rulez.sk Mondo - Pavol Vaskovic G mondo@7gods.rulez.sk Nazghul - Ludovit Lukac G black pixel doesn't like e-mail ;) Pavuk 7 Marek Antozi G pavuk@7gods.rulez.sk Ped 7 Peter Helcmanovsky G ped@7gods.rulez.sk Pefo 7 Peter Onofrej G pefo@7gods.rulez.sk Sayza 7 Maros Sandor G sayza@7gods.rulez.sk Tren 7 Zsolt Trencsenyi G tren@7gods.rulez.sk FATE credits: Apache: graphics (some 3D models and textures) Fefe: graphics (some 3D models and textures) Nazghul: graphics (a few textures) Pavuk: hacking (a lot of textures) :) Ped: code (water & fire & particle generators) Pefo: code (object morpher) Sayza: code (system related routines, audio and gfx libraries) Tren: code (3D engine, visualization, OpenGL stuff, etc etc etc) graphics (3D scenes, models, some textures) cool gothic-industrial soundtrack, nothing ;) fATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATE Disclaimer: 7GODS is not liable for any damage arising from any and all use of this package. You are using this software completely at your own risk. In case of other damage we may be responsible for, 7GODS will provide you with nice postcard with special greetings for you. No other action may be taken against 7GODS. If such responsibility is not allowed by law of your country, you are not allowed to use this software in any way and you must destroy it immediately. If you want to run the software at any public presentation, or you are distributing it on CD, web/ftp site, or at other media, you must send an e-mail to hellco@upjs.sk with detailed information about the presentation and/or distribution of this software. No part of this package could be changed. fATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATEfATE