A first person shooter for 96k

simmo

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yup, a 3d fps which can you jump change weapons etc, and it also has sound

http://www.s1mmo.co.uk/pic.JPG

[EDIT: Mirror1 mwaha ]

edit: the faq from the .zip

- 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.

This game requires HUGE processing power! On my XP3200 - 100% CPU and 20-30FPS on a 9800pro!
 
Sprafa said:
It looks crappy...like Painkiller style...

but only 96k in filesize tho, you gotta admit that is impressive
 
Sprafa said:
You mean it's 96 kilobyts in size?

Yep, runs at like 5-10FPS constantly though... that's the payoff, I guess.
 
Woah... I think that FAQ is saying that they used procedural textures and meshes for the graphics... like the tech demo that came out a while ago (The Product, I think it was called) that was only 64k.
 
That actually ran pretty well.. and the fact that it had dynamic lighting/shadows according to each "bullet" you fired was amazing..

wow, lol, that was cool

Brian Damage said:
Woah... I think that FAQ is saying that they used procedural textures and meshes for the graphics... like the tech demo that came out a while ago (The Product, I think it was called) that was only 64k.

This is the same game, I believe. On bootup, it said "the produkkt."
 
I think the .product is the frame work used for those 64k demo's
 
No kidding? They turned it into a game?

Now those are some talented coders...

[EDIT] Well, the original Product demo had loads of writing advertising some ethereal entity called The Product...
 
Just a little movie to show off the technology they've used in this thing; very impressive!

Save As
 
Well, runs a little slow and the sounds are dorky... but that's still damn impressive for 96k...

The scenery looks like the scenery in the original tech demo, too...
 
thats pretty cool. I htouht it would be like crappy looking but it has real textures and whatnot. a few errors here and there but quite impressive nonetheless
 
It does not run on my pc, it says error Poner.exe has ......error
 
I don't see how this is possible. Amazing. This individual post probably takes up more than 96K. How is this possible?
 
haha.. just imagine, if they make it a full fledged game..
"The ONLY nextgen game that fits on a floppy disk!"
 
this is pretty darn amazing!

I mean I would imagine it would be possible with something very simple, but this got shaders and real time lightning...just...damn!

crashed when windows autoupdate started though :p
 
My god, I downloaded it out of curiosity. I never expected that.





I mean it has really really good graphics. Beter than most games!! :O :O :O
 
G0rgon said:
It does not run on my pc, it says error Poner.exe has ......error

the game has a hardon for you, but that goes against its code... and thus, error.
 
That's impressive. The game isn't really fun or anything, just impressive from a technological standpoint :)
 
It runs fast but looks really messed up on my geforce4 ti4200. Almost as if the cullmode needs to be reversed.
 
That's damn impressive... reminds me of the techniques used in Tenebrae for Quake.

Found some kind of bug mind (including certain crashes when I try to minimise, but meh) in the form of a door that opens, leaving an invisible barricade- blocking me from continuing and picking up whichever gun it is you'd get after the grenade launcher...
 
I played it and it was impressive, but it had crappy Quake-style gameplay. I'd play it more if I could change the damn mouse sensitivity though.
 
ElFuhrer said:
I played it and it was impressive, but it had crappy Quake-style gameplay. I'd play it more if I could change the damn mouse sensitivity though.

I don't think the dudes who made it are saying "look at are awesome fun game!"

I think they're saying "Holy shit, look what we can do with 100k or less."
 
heh, that was sweet. runs just fine on my pc, and what they did with the lighting was stunning.. i mean, i just sat there and kept reminding myself that it was 96k. i want to be in there witht the coders and see how much bigger the game would get if they put in some better sounds, more particles, death animations, etc.. you know, made it more modern. imagine what these guys could do with a 1mb game!?
 
DarkStar said:
I don't think the dudes who made it are saying "look at are awesome fun game!"

I think they're saying "Holy shit, look what we can do with 100k or less."
Well apparently there will be more (it said "to be continued") so I think they are aiming at making this into a decent game. I certainly doubt it will be my type of game, but thier technology is astounding. It's unbelievable, all of that in 98k. Once the processing power this game demands becomes relatively standard I can see independent developers creating full length competitive games with only a few megabytes.
 
The only drawback is that it runs absolutely crap without a decent graphics card and stresses your CPU sooooo much - Also a 96K game which uses 200MB Ram ... :D
 
Runs brilliantly on my computer. I thought the lighting was amazing, i would even go as far as saying that game looks better than halflife and indeed many other games....however it did lack a lot of features that come with normal games but for 96k im not complaining.

When i read the title of the thread though...i thought you meant a game for 96k as in 96,000 pounds or dollars etc.
 
lighting and certain monsters looked really good, wow thats really amazeing kudos to developer
 
Simply amazing, if you are complaining about the game not looking good you need to get your head checked as you have some serious problems. The game ran great in some areas but become unplayable in some, this doesn't really matter though as the graphics were amazing for something that is 96k, definetly wasn't expecting that when I opened it. Anyone know if the source for this is available? Image what could be done if people started modding it :).
 
Who needs games on dvd? I'm sure if developers spent some time packaging their media this way we wouldn't have multi-cd games. It would save the devs money. The only difference would be it would take longer to install because it would unpack and create the textures then. (instead of every time you play)
 
I came into playing this game thinking it was gonna look like total crap. when the game loaded, my jaw dropped. for only 96k, it was amazing. to think that some of my word documents are larger than that is saying somethin.
ran fine on my system too. didnt notice any frame lag.

(sounds were complete ass though).
 
FictiousWill said:
Who needs games on dvd? I'm sure if developers spent some time packaging their media this way we wouldn't have multi-cd games. It would save the devs money. The only difference would be it would take longer to install because it would unpack and create the textures then. (instead of every time you play)

They didn't design it for clever packaging. I believe they used procedural textures (to reduce the size).

I can't believe people aren't that excited over the graphics in this game. This game literally had bump mapping everywhere.
 
gah. You're compeletly missing the point. Currently, devs make a game, then pour all the media into a glorified .zip and burn it. If they spent some time converting their more monotonous textures into instructions for dynamic generation, they could save packaging costs.
 
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