《kkrieger_beta》 2004年10大硬件杀手游戏之冠军
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电驴资源简介
中文名称: kkrieger_beta版本: 2004年10大硬件杀手游戏之冠军简介:
转自PCPOP
kkrieger_beta
96K微型FPS 让你的电脑绝对跑不动
提到FPS(第一人称射击)游戏,大家当然不会陌生,但时下流行的此类游戏动辄就要占据上GB的硬盘空间,如果说存在一款效果还算不错的FPS游戏,大小却只有96KB,你是否会相信呢?
今天要为大家介绍就是这样微型FPS游戏,名为.kkrieger,是由.theprodukkt小组开发完成,小仅仅为96KB
别看该游戏体积很小,但对机器配置要求却很高,一般人的电脑恐怕都不能运行。
最低配置如下(达不到不能运行):
- 1.5GHz Pentium3/Athlon以上处理器
- 512MB以上内存
- Geforce4 Ti或ATI Radeon8500以上等级显卡
- 支持pixel shaders 1.3、128MB以上显存
- 普通声卡
- DirectX 9.0b
废话少说,先来看看该游戏的画面!
释放后占用了近300MB内存
运行该游戏后先要经历一段长时间的解压缩过程,而这些数据都将释放到内存中,所以512MB以上的内存配置是必须的。上图为该游戏所占据的内存容量,已经接近300MB。
怎么样,这款游戏可以称之为今年的硬件杀手之王吧!
引用
.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 - don t end 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.
转自PCPOP
kkrieger_beta
96K微型FPS 让你的电脑绝对跑不动
提到FPS(第一人称射击)游戏,大家当然不会陌生,但时下流行的此类游戏动辄就要占据上GB的硬盘空间,如果说存在一款效果还算不错的FPS游戏,大小却只有96KB,你是否会相信呢?
今天要为大家介绍就是这样微型FPS游戏,名为.kkrieger,是由.theprodukkt小组开发完成,小仅仅为96KB
别看该游戏体积很小,但对机器配置要求却很高,一般人的电脑恐怕都不能运行。
最低配置如下(达不到不能运行):
- 1.5GHz Pentium3/Athlon以上处理器
- 512MB以上内存
- Geforce4 Ti或ATI Radeon8500以上等级显卡
- 支持pixel shaders 1.3、128MB以上显存
- 普通声卡
- DirectX 9.0b
废话少说,先来看看该游戏的画面!
释放后占用了近300MB内存
运行该游戏后先要经历一段长时间的解压缩过程,而这些数据都将释放到内存中,所以512MB以上的内存配置是必须的。上图为该游戏所占据的内存容量,已经接近300MB。
怎么样,这款游戏可以称之为今年的硬件杀手之王吧!
引用
.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 - don t end 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.
