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标题: [推荐] 96K 的 3D 游戏 上一主题 | 下一主题
qinchun36
高级用户

据说是李先生


积分 609
发帖 400
注册 2008-4-23
状态 离线
『楼 主』:  [推荐] 96K 的 3D 游戏

这是一个 3D 游戏 ,操作和 CS 一样 ,不包括开场序幕,一共好象有 5 关。

有什么值得推荐的呢 ?

据说它是汇编完成的,大小只有 96 KB



附:

原版英文说明文件。   操作在 第二条 ,系统要求在  第三条。


.kkrieger, chapter I - Beta Version
.a game in 96k
by .theprodukkt
(released at breakpoint 2004)

www.theprodukkt.com



1. about .kkrieger
------------------

  The project was started two years ago and since then many, many hours of our spare time went
into developing .kkrieger. Still, in the end we didn't have time for the most important thing:
gameplay. So expect some major improvements in our next releases.
However, we enjoyed making .kkrieger a lot and are quite satisfied with the end result and now we
are eagerly awaiting your comments :) So if you have any feedback, may it be acclaim, critique or
bug reports - please feel free to write us. Every email is highly appreciated!
(No, wait - donn't send us bugs until the final version - we know enough already ;)

We will definitely release an uncut "final" version with some more kb, enhanced content and less
bugs, soon. (The first thing we'll do after this release is relax for some time, though :).

  .kkrieger is designed as a trilogy. At the moment we can not tell if and when we will find the
time to develop the next chapters, though. We will keep you informed on our homepage...


2. controls
-----------

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 ;)


3. system requirements
----------------------

  .kkrieger requires a relatively high-end machine to run properly. To be
precise:

- A 1.5GHz Pentium3/Athlon or faster.
- 512MB of RAM (or more)
- A Geforce4Ti (or higher) or ATI Radeon8500 (or higher) graphics card
  supporting pixel shaders 1.3, preferably with 128MB or more of VRAM.
- Some kind of sound hardware
- DirectX 9.0b

  We've done some testing to ensure it runs on all hardware meeting those
requirements we could get, and we checked it runs on all major supported
configurations with current drivers, but with some graphics card/driver
combinations it might screw up. In case you have problems, please try
getting the most recent driver release from your vendor, and only if the
problem persists contact us (refer to the contact section).


4. detailed credits
-------------------

.theprodukkt:
- Thomas "fiver2" Mahlke: Concept, Direction, Textures, Level geometry and lighting.
- Dierk "Chaos" Ohlerich: Editor, Texture generator, Game, Physics, Collision, 'lekktor'.
- Christoph "giZMo" Muetze: Character design, Animation, Weapons, Items, Special FX.
- Fabian "ryg" Giesen: Mesh generator, Material/Lighting systems, 3d Engine, 'kkrunchy'.

freelancers:
- Sebastian "wayfinder" Grillmaier: Music, Sound design, Sound effects.
- Tammo "kb" Hinrichs: Sound synthesizer.


5. contact
----------

  web site: http://www.theprodukkt.com
  contact:  fanmail@theprodukkt.com  (fanmail, flames and cooking recipes)


6. disclaimer
-------------

  .kkrieger is freeware. Permission to spread the archive in its original, unmodified
format is generally given, as long as there is no fee charged for .kkrieger itself. We
want to encourage everyone to send the file around, link to it on webpages, and we also
want to allow printed magazines to include .kkrieger on supplementary CDs and similar
media, within the conditions stated in this disclaimer. Public presentation of .kkrieger
is hereby explicitly allowed and encouraged. We require that proper credit is given to
.theprodukkt in all forms of public presentation or publication of .kkrieger.

  .kkrieger comes with absolutely no warranty. It has been carefully written, but still
we can make absolutely no guarantees that .kkrieger runs properly on every configuration.
.theprodukkt can not be made liable for any kind of damage or data loss caused either
directly or indirectly by .kkrieger.


7. technical FAQ
----------------

  In general, if you have any technical questions concerning .kkrieger, either refer to our
web site or contact us via email. However past experience shows that there are some rumours
and misunderstandings about our work that are very hard to correct, so we'll state the truth
here, in written form, for all the world to see :)

- 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.


=============================
原地址:
http://kk.kema.at/files/kkrieger-beta.zip

现在他们又做了一些新的东西,可以去官方网站看看。
另一个 3D演示

.debris
http://www.theprodukkt.com/downloads/fr-041_debris.zip

[ Last edited by qinchun36 on 2009-11-22 at 17:05 ]

附件 1: kkrieger.rar (2009-3-13 06:18, 95.07 K,下载次数: 459)
2009-3-13 06:18
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lyxxzrb
新手上路





积分 12
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注册 2009-4-8
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『第 2 楼』:  

谢谢分享,下了试试!

2009-4-9 04:30
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zouzaiqianmian
新手上路





积分 4
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注册 2009-6-2
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『第 3 楼』:  黑屏了...恐怖啊

没有看清楚就黑屏了...太恐怖了
谁敢用?你们试一下就知道了

2009-6-6 03:34
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qq547113164
新手上路




积分 16
发帖 7
注册 2009-4-24
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『第 4 楼』:  

黑屏。。?

2009-6-6 14:51
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qq547113164
新手上路




积分 16
发帖 7
注册 2009-4-24
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『第 5 楼』:  

可以玩。不过没 准心。好难玩。
楼主是怎样设计这个游戏的。

2009-6-6 14:58
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501197255
新手上路





积分 19
发帖 9
注册 2009-8-4
状态 离线
『第 6 楼』:  

这不是楼主设计,是德国的一个著名工作室在花费了N个月之后才完成了这个史上最小的3D游戏,也被排入世上最损硬件的十大软件之中.

2009-8-5 09:22
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wangfangjian
中级用户





积分 274
发帖 192
注册 2009-1-7
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『第 7 楼』:  

就是  很难玩的

2009-8-12 10:28
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willing
中级用户





积分 256
发帖 133
注册 2008-9-29
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『第 8 楼』:  

顶一下。。。

2009-8-15 11:37
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marschant
新手上路





积分 12
发帖 10
注册 2009-8-17
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『第 9 楼』:  

谢谢分享,下了试试!



菜菜
2009-8-22 07:13
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hiuocool
新手上路





积分 10
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注册 2009-9-7
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『第 10 楼』:  

玩不了

2009-9-8 05:07
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zzybq
初级用户





积分 36
发帖 22
注册 2009-9-12
来自 厦门
状态 离线
『第 11 楼』:  

kan kan

2009-9-14 03:20
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jinDOS
初级用户





积分 38
发帖 16
注册 2009-6-6
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『第 12 楼』:  

可以玩,游戏虽小,可是要配置要求不低,不能下常退出游戏,我就只能重启电脑了.

2009-9-18 14:55
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kirov
版主

Pfc.YangZJ


积分 412
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注册 2008-12-31
来自 上海杨浦
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『第 13 楼』:  

我家的机器没法玩,所以就把这个发给我同学了,第二天到他家,看他打了个通版。

不过重点不是这个,而是一开始的进度条载入,CQ3038这样的四核机载入都花了近半分钟,的确对硬件的要求是相当高的。

这个游戏设计有问题,有些地方的弹药是无限出的,只要吃掉,过会儿还会出同样数量的弹药!好像是第二版中,那个沙漏的弹药,他就吃了600多发。。这样游戏便没有了难度,只要等待,吃满弹药(假设上限为1000发),再难打的BOSS都不是问题(这都是我同学的原话)。

还有,应该多设计几版,而且通版了也该有个提示。。



以牙还牙,加倍奉还。

----BH4EAW 杨志杰

Blog:我的blog
2009-9-19 11:17
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576612710
新手上路





积分 4
发帖 2
注册 2009-10-13
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『第 14 楼』:  

看看

2009-10-13 18:30
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sharonstoll
初级用户





积分 35
发帖 19
注册 2009-4-10
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『第 15 楼』:  

谢谢分享,下了试试!

2009-10-30 16:35
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