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Stonekeep


HellsMaster

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Sorry to necro this so much, but I recently watched a some YouTube content reminding the modern day that this exists and indeed that Interplay really did have some epic projects!
Also that there's a Stonekeep HD release.

Now, however my question is, I recall a demo movie clip and a little but of text from an Early PC Format UK edition, I think it may have been issue 12 or 13. I know for sure that 
it was before Quake was officially released, but what I'm looking for had it and SK in common.

Basically, it looks like a Stonekeep/ Dungeon Master/ EOTB crawl-em-up, but it was a proper polygonal 3D Engine, in the same way that Quake was, proper models and lighting.
I recall that the clip showed animated Skeletons in the middle of a really grungy but amazing looking (for its day!) Dungeon area!

oes anyone recall this or can ever direct me to more information or video? I've tried going through archive.org, but no luck so far, as not all of those Early PC Format MAgazine-CD includeshg
have been archived as of yet, but I do know 13 was a special one for its collection of .mod, .s3m audio, couple of great demos (not sure what precisely but I know I 'bout wore that disk out!)
and it even had an SVGA driver to allow you to code in 640x480@256c in DOS using Borland Turbo Pascal or Turbo C++ v3.1 DOS, using their proprietary Borland Graphical Interface (.BGI).
What was, in fairness, slower than cold treacle, but if you were as new to coding on PC as I was, it was so much better than trying to code my own VESA SVGA drivers in C or C/ASM (INT 13h FTW!)

VGA Mode-X was available and pretty easy to code, especially with guidance from Asphyxia's Denthor demo coding tutorials, but I really wanted Hi-Res for my 14" monitor as I was really into
programming fractals like Mandelbrot, Plasma and Semi-Fractal landscape generators with Simplex and Perlin Noise.
So I'd custom the Palette and get into the VGA hardware to do palette rotation .. sure it's all code that just doesn't work on modern windows machines as the Kernel will not let you talk to the hardware
like that anyway. Plus, Mode-X especially into 320x240 resolution didn't work on 100% VGA, either through chipset or VGA BIOS differences between OEMS and cards that were essentially designed
for Windows rather than DOS.

I say all this to show that, suffice to say, setting pixels in VGA to give you something like a 3D rendering system, was *not* a simple task for the faint hearted.
So when I saw the Demo I mention, I didn't even know the name 3DFX never mind what they were about to do, so my jaw was not simply dropped, but actually sublimed into pure neutronium!

Now, I know I know, rose tinted glasses and all that, but I'd love to see that clip again, and see if it's something I could simulate in modern code too!

So grateful for *any* help whatsoever! 
-Rune
 

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