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- Liquid Dreams Helpfile - Release 1.0 (first release) 2/10/94
-
- This demo is Freeware and may be distributed freely as long as none of the
- applcation is altered in any way, and less than £2 is charged for the sale
- from Pd libraries.
-
- This demo should run okay on all 2 or 4meg machines with any type of
- processor, except the Risc PC which may suffer timing problems due to the
- high frequency modes (sorry - theres not a lot we can do about this at the
- mo, but we may release an updated version soon). If you experience any probs
- running the demo, please get in touch and we'll sort them out (see the end of
- this file for contact addresses).
-
- Last minute addition - if you have an Arm2 read the extra screen at the
- start, detailing probs on slow machines (i.e. get a processor upgrade or
- get the demo upgrade in a few weeks).
-
- Production of the Demo
-
- I'd like to thank everyone who contributed to this demo without which it
- would not have been possible. I've tried to give a credit for every bit and
- byte used but it's difficult to keep track of so many demo parts.
-
- I have to give a mention to Exel for his great contibutions to the
- production. I'm mainly talking about the constant hassle he gave me every day
- for a whole year, that (sometimes) kept me working on the demo and prevented
- it from dragging on uncompleted for ages (ahem). Oh, and he wrote quite a few
- of the algorithms and did some of the code as well. And of course he also
- filled up 99% of the disk with his music (and we left out one mod as well!).
-
- On the deeply technical side, I have to thank Phoenix for his endless
- knowledge on the operating system and his ability to know the answer when I
- came up with one those obscure and unsolvable questions. I also thought his
- music player was a bit good as well. Stephen's work in testing and modifying
- my nightmare code was invaluable and, lets face it, damn good.
-
- Cheers to all the guys who created all the artwork for the demo, including
- WolfIcon, Dudo and Drobec, Fillip and last but not least, Narc (Slider). I
- put a lot of the screens together (typically spending ians getting all those
- bits of text centered and sorted out palette wise) but it was the artists who
- contributed the real graphical talent.
-
- The demo is one big collaboration between all these people, and although I
- wrote and put together most of the code, it was a 100% team effort. The last
- 2 years we've brought out a range of releases, but most importantly we've
- built up a proper team. This demo is the result of that team's work.
-
- Testing
-
- Thanks for all the testers out there (who succeeded in destroying my
- illusions that the demo was a nice compatible bit of code, (ahemm) which
- was bug proof), including Andrew Clover, John Stonier and Stu, Shane and
- Kevin, at Leeds.
-
- Extra code
-
- Thanks also to Bernard Jungen, Stuart Hickinbottom and John Kortink for their
- compaction programs. Cheers to Michel Grimminck for his polygon routine.
- Also, a major shout goes out to Dominic, cos this demo would not be ready by
- now without Zap.
-
-
- To the Future
-
- Well, these lists of things that we're 'going' to do don't always come off,
- but here's some of the things we want to do over the next year or so.
-
-
- 1) Cityscape2? The Cityscape seems to have been pretty popular with most of
- the people who've seen the demo, but there's a lot of room for improvement.
- If time allows I'd like to do a full traffic system with proper junctions, as
- well as polygon based buildings to prevent everything being transparent. This
- will probably be coded once I've got round to doing a proper vector system
- for games (yes - there will be one out next year).
-
- 2) 242 on the Arc? 242 was a great idea, so we thought we'd blatantly rip it
- off (hey, at least we're honest!). Except unlike the way most things are
- ripped off the Amiga and put onto the Arc, all of it (including the vid) will
- be by us, and it will be better than the original (I'm not showing off, but
- if it isn't better we won't release it - simple as that).
-
- 3) Some form of vector game. A vector graphics game is definitely on the
- cards for the next year or so, and may well take precedance over the last two
- items.
-
-
- Well, I'd better stop there cos its looking pretty tight for getting
- everything onto the disk, and I can't really pack this bit!!!
-
- Enjoy the code.
-
- Cobra 94
-
- Contact me by Email at: caxpw@scs.leeds.ac.uk or quantum@digibank.demon.ac.uk
-
- Online at the Digital Databank BBS as Cob or Quantum.
-
- And by mail at : 7 Jervaulx Close, Boston Spa, Wetherby, W. Yorks, LS23 6RY.