.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 didnīt 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 - donīt 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. Itīs rather a selection of useful operations and their parameters to optimise the results.