BIG plugins

Big in many ways... as in ambitionistic, using nearly every resource, heavy plot, etc. AND in distribution size.

As I posted awhile back, I'm considering making a replacement plugin (I've dabbled, never released) for EVO and have even gone so far as to enlist the help of an ex-SGI employee who just happens to be giving a presentation at FF2K (Flash Forward 2000) shortly. In other words, the graphics would be killer, literally professional level work. I don't want to drop names, yet, but you can see some of his work in this bit of wallpaper he did for evolt.org. (url="http://"http://www.evolt.org/files/evoltorg_wallpaper_2112fx_800x600.jpg")http://www.evolt.org...2fx_800x600.jpg(/url) (about 270k or so... change 800x600 to 1024x768 or 1280x1024 if you want bigger.)

And, oh, helping with the overall plot? Another friend who's a professional writer.

Now don't start drooling and asking for builds---nothing's started, and I won't be able to touch even the dregs of the beginning till this fall. When I do, I'll need testers for a private beta and then go through a few public builds. Fair? Yup.

But anyway, I already know that the distribution size of this plugin will have to be quite large in order to completely fulfil the artistic sensibilities of both myself and my 3d loving compatriot. Basically this means

(list=1)
()truly utilizing EVO's quicktime support (moreso than Frozen Heart, no offense to its author, of course, as it's a fantastic plugin)
(
)A large range of sprite sizes, all the way from an 8px to a 480px. (Yes, I am a sadist)

(/list=a)

The ship graphics won't be too awful, as the plug would still be below 10MB. But the quicktime movies? That's going to push the distro size into the 20MB range. And then of course there is the concern for users of more... challenged Macs---machines that would lock hard with a 480px sprite.

To solve these problems, it's likely that I'll fracture the plugin into a mix-and-match of several smaller plugins which one can download to create the version that's best fitted to your Mac. i.e., separate plugins for big sprites or standard sprites. Full QuickTime movies, or basic QuickTime movies (gotta keep the movies even for basic---large parts of the plot will come through cut-scenes. don't worry---quicktime can display what's known as a "text track", which is just straight ascii text). You get the picture, right?

I guess, then, what I'm basically asking is whether or not this will confuse the hell out of the community. Developer side, I can keep track of it as making sprites and the correct spins is really nothing---it's a resource for resource swap, and just a matter of adjusting the size in the spob. The quicktime movies will plug right in without problem.

thoughts?

(Yes, I have ambition. Bite me.)

(This message has been edited by foo12 (edited 07-18-2000).)

hm, 480px sprites? I tried 180px once and it started crashing at startup. 128px is max.

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--blackhole
(url="http://"mailto:blackhole@mac.com")mailto:blackhole@mac.com(/url)blackhole@mac.com

Quote

Originally posted by foo12:
**Big in many ways... as in ambitionistic, using nearly every resource, heavy plot, etc. AND in distribution size.

As I posted awhile back, I'm considering making a replacement plugin (I've dabbled, never released) for EVO and have even gone so far as to enlist the help of an ex-SGI employee who just happens to be giving a presentation at FF2K (Flash Forward 2000) shortly. In other words, the graphics would be killer, literally professional level work. I don't want to drop names, yet, but you can see some of his work in this bit of wallpaper he did for evolt.org. http://www.evolt.org...2fx_800x600.jpg (about 270k or so... change 800x600 to 1024x768 or 1280x1024 if you want bigger.)

And, oh, helping with the overall plot? Another friend who's a professional writer.

Now don't start drooling and asking for builds---nothing's started, and I won't be able to touch even the dregs of the beginning till this fall. When I do, I'll need testers for a private beta and then go through a few public builds. Fair? Yup.

But anyway, I already know that the distribution size of this plugin will have to be quite large in order to completely fulfil the artistic sensibilities of both myself and my 3d loving compatriot. Basically this means

(list=1)
()truly utilizing EVO's quicktime support (moreso than Frozen Heart, no offense to its author, of course, as it's a fantastic plugin)
(
)A large range of sprite sizes, all the way from an 8px to a 480px. (Yes, I am a sadist)

(/list=a)

The ship graphics won't be too awful, as the plug would still be below 10MB. But the quicktime movies? That's going to push the distro size into the 20MB range. And then of course there is the concern for users of more... challenged Macs---machines that would lock hard with a 480px sprite.

To solve these problems, it's likely that I'll fracture the plugin into a mix-and-match of several smaller plugins which one can download to create the version that's best fitted to your Mac. i.e., separate plugins for big sprites or standard sprites. Full QuickTime movies, or basic QuickTime movies (gotta keep the movies even for basic---large parts of the plot will come through cut-scenes. don't worry---quicktime can display what's known as a "text track", which is just straight ascii text). You get the picture, right?

I guess, then, what I'm basically asking is whether or not this will confuse the hell out of the community. Developer side, I can keep track of it as making sprites and the correct spins is really nothing---it's a resource for resource swap, and just a matter of adjusting the size in the spob. The quicktime movies will plug right in without problem.

thoughts?

(Yes, I have ambition. Bite me.)
**

Yeah, where do i signup to help you make it. 🙂
seriously e-mail me I would love to help with anything from plug programming to
the story the only exception is 3D modeling which it doesn't look like you need anyway 😉

---
Durandal 7400 (url="http://"mailto:ablakesl@vineyard.net")mailto:ablakesl@vineyard.net(/url)ablakesl@vineyard.net

Quote

Originally posted by blackhole:
**hm, 480px sprites? I tried 180px once and it started crashing at startup. 128px is max.
**

128 max? If this is sprite size...than the Meowx plugs have exceeded that max long ago, and so have I. Pics2sprites, for me, is limited to 168 pixels...but the game engine isn't...I'm not sure what its limits are....

BTW...my plug's size is massive indeed...14+ megs with no movies and only 1/2 of the landing picts in. I just figured out how to make a decent movie, so I might include that stuff as well. All and all, it has a great storyline...good graphics, it's clean and well written and it's a Star Trek plug! Ahhh!!
PEACE YO!

(and that's all I'm gonna say
------------------
~Kwanza~

"Quoted the Kwanza Man...nevermore"

AIM: Kwanzar26

Kwanzasoft Graphics
(url="http://"http://www.crosswinds.net/~kwanza")www.crosswinds.net/~kwanza(/url)

(This message has been edited by Kwanzar (edited 07-18-2000).)

I suggest people don't say anything about their projects until they have something a little more concrete.

Kinda like what's going on with EVMP... keeping quiet.. with the except of kberg that is 😉

And my little project... I only brought it up once I had something 😃

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tear it down - AIM: G2uidehatr - gwii@excite.com - Rip the System!

Bible says you can have 50 sprites in the matrix, max size is of each sprite is limited to EVO's screen buffer which can handle 480x640, and (iirc) they need to be a multiple of 8px.

Quote

Originally posted by blackhole:
**hm, 480px sprites? I tried 180px once and it started crashing at startup. 128px is max.

**

------------------

Quote

Originally posted by blackhole:
hm, 480px sprites? I tried 180px once and it started crashing at startup. 128px is max.

180 isn't a multiple of 8..

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~Andrew M

Quote

Originally posted by Andrew M:
**180 isn't a multiple of 8..

**

This is not entirely on topic, but have you looked at the Corvette sprites in EV 1.0.2? I don't remember the numbers, but they're not a multiple of 8 on the horizontal.

(This message has been edited by Danny (edited 07-18-2000).)

Quote

Originally posted by Danny:
This is not entirely on topic, but have you looked at the Corvette sprites in EV 1.0.2? I don't remember the numbers, but they're not a multiple of 8 on the horizontal.

Hm. Maybe it only matters on the Y axis?

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~Andrew M

In EV 1.0.5 I believe the limit was 176x176, I've successfully used it on a 6500/250 with 96MB RAM. I've successfully made a white circle sprite (just for testing 😉 ) that was 480x480 on a G4 450.

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I've tried about a million different sizes of sprites for STEVO (http://homepage.mac.com/startrekev/) and found the limit to be 176x176. I have 1 sprite that meets those limits fully while 2 or 3 others reach that limit in either the X or Y axis but not both. I believe you are correct in saying that 176x176 is the limit. Any more resulted in out of memory errors regardless of amount of memory allocated to EVO.

Trentent Tye

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I never thought I'd go
as far as I am right
now. Now that I'm
here, I have to start
over or else I've got
nothing to do.

Quote

Originally posted by foo12:
**Big in many ways... as in ambitionistic, using nearly every resource, heavy plot, etc. AND in distribution size...

**

Say, did you once use the nickname "Wolfen"?

------------------
Joe Burnette

"I find that humans can be divided into only two meaningful categories: Decent Humans and Sonsofbitches; both types appear to be evenly distributed
among all shapes, colors, sizes, and nationalities." -- Keith Laumer

Era.

It's big, and the graphics kick ass.

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"...Cotton Mouse... to say that the plug is royally messed up is an understatement. I'm taking a look at it with Plug Checker, and some of these errors I have just never seen before..."-Obormot, debugger

ERA for EV:
www.geocities.com/rhysmctharin/erahome.html

(still in alpha stages)