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<root>­/­parties­/­2020­/­revision20­/­pc-demo/traction_brs_isolated_v3.zip

File size:
17 970 298 bytes (17.14M)
File date:
2020-04-13 02:50:25
Download count:
all-time: 424

Screenshot (by Demozoo)

Screenshot

Preview

  • data/ dir
  • data/audio/ dir
  • data/audio/Ambient.mp3 13.09M
  • data/fonts/ dir
  • data/fonts/arial.ttf 893.76K
  • data/graphics/ dir
  • data/graphics/brainstorm.png 4.72K
  • data/graphics/circle.png 2.10K
  • data/graphics/credits.png 18.50K
  • data/graphics/demotitle.png 7.05K
  • data/graphics/fjara_negx.jpg 39.90K
  • data/graphics/fjara_negy.jpg 16.71K
  • data/graphics/fjara_negz.jpg 49.06K
  • data/graphics/fjara_posx.jpg 41.76K
  • data/graphics/fjara_posy.jpg 26.61K
  • data/graphics/fjara_posz.jpg 45.89K
  • data/graphics/heightmap1.jpg 72.48K
  • data/graphics/heightmap2.jpg 78.04K
  • data/graphics/kivitesti.jpg 1.15M
  • data/graphics/mustakivi.jpg 834.74K
  • data/graphics/oldman.png 542.84K
  • data/graphics/title.png 6.04K
  • data/graphics/traction.png 3.52K
  • data/meshes/ dir
  • data/meshes/sphere.obj 15.45K
  • data/script.txt 12.56K
  • data/shaders/ dir
  • data/shaders/cubeshadow.fragment 780B
  • data/shaders/debug/ dir
  • data/shaders/debug/debug_depthtexture.shader 801B
  • data/shaders/debug/debug_depthtextureortho.shader 698B
  • data/shaders/debug/debug_lines.shader 470B
  • data/shaders/debug/debug_text.shader 555B
  • data/shaders/debug/depthonly.shader 285B
  • data/shaders/effect_kasvotparticle.shader 2.00K
  • data/shaders/effect_kasvotparticle2.shader 2.14K
  • data/shaders/effect_kasvotparticle3.shader 1.99K
  • data/shaders/effect_kasvotparticlerender.shader 2.13K
  • data/shaders/effect_kasvotparticlerender2.shader 2.16K
  • data/shaders/effect_kasvotparticlerender3.shader 2.16K
  • data/shaders/effect_kauneus.shader 2.08K
  • data/shaders/effect_kauneusrender.shader 2.15K
  • data/shaders/effect_korona.shader 1.50K
  • data/shaders/effect_koronarender.shader 2.37K
  • data/shaders/effect_maailma.shader 2.20K
  • data/shaders/effect_sauhu.shader 2.04K
  • data/shaders/effect_sauhurender.shader 2.15K
  • data/shaders/effect_terrain.shader 2.48K
  • data/shaders/effect_terrainkorona.shader 2.49K
  • data/shaders/effect_tuli.shader 2.16K
  • data/shaders/effect_tulirender.shader 2.36K
  • data/shaders/effect_wind.shader 2.20K
  • data/shaders/effect_windrender.shader 2.22K
  • data/shaders/feedback_draw.shader 737B
  • data/shaders/loadingscreen/ dir
  • data/shaders/loadingscreen/singlecolor.shader 442B
  • data/shaders/particle_korona.shader 1.59K
  • data/shaders/particle_sun.shader 1.57K
  • data/shaders/postprocess/ dir
  • data/shaders/postprocess/postprocess_add.shader 930B
  • data/shaders/postprocess/postprocess_blur.shader 1.60K
  • data/shaders/postprocess/postprocess_blur_radial.shader 1.99K
  • data/shaders/postprocess/postprocess_dof.shader 3.56K
  • data/shaders/postprocess/postprocess_endoftheworld.shader 1.26K
  • data/shaders/postprocess/postprocess_exp.shader 884B
  • data/shaders/postprocess/postprocess_invert.shader 756B
  • data/shaders/postprocess/postprocess_lens_blur.shader 2.00K
  • data/shaders/postprocess/postprocess_lens_coc.shader 1.55K
  • data/shaders/postprocess/postprocess_radial.shader 1.07K
  • data/shaders/postprocess/postprocess_sobel.shader 2.01K
  • data/shaders/postprocess/postprocess_ssao.shader 1.36K
  • data/shaders/shadowcube.shader 797B
  • data/shaders/shadowmap.fragment 617B
  • data/shaders/simplecubething.shader 397B
  • data/shaders/simpletexture.shader 694B
  • data/shaders/simpletexturealpha.shader 679B
  • data/shaders/simplexnoise.fragment 2.07K
  • data/shaders/singlecolor.shader 357B
  • data/shaders/skybox.shader 668B
  • DevIL.dll 731.50K
  • fmodex.dll 268.50K
  • glew32.dll 333.50K
  • glfw3.dll 47.50K
  • isolated.exe 1.06M
  • isolated.txt 2.21K

file_id.diz

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

                 isolated, in sunlight 
                          by 
                Traction and Brainstorm

                       a pc demo
            for the ill-fated Revision 2020

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

  programming and visuals by preacher
  soundtrack by romeo knight

  with
  skybox photography by Jockum Skoglund aka hipshot
  textures from http://wdc3d.com/ (CC Attribution 4.0)
  old man photo by George Desipris on Pexels
  fmod by Firelight Technologies Pty Ltd.
  glew 
  glfw
  glm
  a mersenne twister implementation from somewhere
  and borrowed bits of shaders from assorted places

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

  greetings, love and appreciation to:

  alcatraz, altair, asd, adapt, brain control, 
  conspiracy, epoch, excess, farbrausch, ivory labs, 
  kooma, lnx, logicoma, mercury, mfx, orange, satori, 
  still, synesthetics, tbl, ümlaut design, vaahtera

  and all my other friends in the scene. I miss you and
  hope to see you in person soon again.

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

  Wow, it feels good to release a demo again. Somehow,
  in the middle of a busy life, career a toddler and
  a quarantine, there was a bit of time to work on
  things again. I wasn't supposed to make anything 
  for Revision, not really having followed the scene 
  for a while, but Revision being moved to an online 
  made it possible to participate in a proper way. I 
  am quite pleased with the result even if it was done
  quickly and on top of a demo engine upgrade started 
  in 2017, which made things quite a bit more difficult
  than they should have been. Sometimes you start going
  to a place and find yourself somewhere completely
  different, and it feels all right. This is one of
  those times.

  Finally, I would like to extend my special love and 
  gratitude to Romeo Knight for picking up the 
  soundtrack duty on an extremely short notice and 
  making a killer job of it. This demo would not exist
  without you. 

  Stay safe.

      - Preacher

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





;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     config                                                                                   ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sound = true/false
; debug = true/false

democonfig
{
	sound = true;
	developermode = false;
	song = ambient.mp3
	endtime = 341000
	jumptime = 299500
}

timeline
{
;	tyhjyys 0 150000 666
;	kasvot 0 150000 666
;	tunne 0 150000 666
;	kalpeus 0 150000 666
;	shadowtest2 0 150000 666
;	shadowtest 0 150000 666
;	dynamiccubetest 0 150000 666
;	 0 150000 666
;	tuli 0 250000 666

	sauhu 0 47000 666
	tuli 47000 100000 666
	korona 100000 170000 666
	kasvot 170000 210000 666
	korona2 210000 260000 666
	kauneus 260000 300000 666
	viimeiset 300000 340000 666
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     effects			                                                                        ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

namespace shadowtest
{
	
}

namespace dynamiccubetest
{
	
}

namespace tyhjyys
{
	vec3 cameraposition = 0 30 -50
	vec3 cameratarget = 0 0 0 
	vec3 cameraup = 0 1 0 	

	vec3 lightpos = 0 5 0

	float cameraradius = 10

	int glowiterations = 10
	float glowspread = 0.007
	float glowexponent = 1.0
	float glowalpha = 1.0	
}
namespace kalpeus
{
	vec3 cameraposition = 0 30 -50
	vec3 cameratarget = 0 0 0 
	vec3 cameraup = 0 1 0 	

	vec3 lightpos = 0 5 0

	float cameraradius = 10

	range flowerradius = 15 50
	range flowerscale = 6.0 12.0
	range flowerheight = 8 20

	range flowerpentaalpha = 0.2 0.3 

	range petalangle = 0.5 0.8
	range petalstartpower = 0.4 0.5
	range petalendpower = 0.4 0.5
	range petalendrotation = 0.1 0.2

	int flowercount = 15

	int glowiterations = 10
	float glowspread = 0.007
	float glowexponent = 1.0
	float glowalpha = 1.0
}

namespace tunne
{
	vec3 cameraposition = 0 0 -10
	vec3 cameratarget = 0 0 0 
	vec3 cameraup = 0 1 0 	

	float cameraradius = 10
	float focusdistance = 5.0

	int glowiterations = 10
	float glowspread = 0.007
	float glowexponent = 1.0
	float glowalpha = 1.0

	
}

namespace sauhu
{
	vec3 cameraposition = 0 0 -10
	vec3 cameratarget = 0 0 0 
	vec3 cameraup = 0 1 0 	

	vec3 grouppos = 0.15 0.15 0
	vec3 titlepos = 0.15 0.15 0

	float cameraradius = 10
	float focusdistance = 5.0

	int glowiterations = 20
	float glowspreadx = 5.001	
	float glowspready = 5.001
	float glowexponent = 1.0
	float glowalpha = 1.0
	
}
namespace kauneus
{
	vec3 cameraposition = 0 4 -13
	vec3 cameratarget = 1 2 0 
	vec3 cameraup = 0 1 0 	

	float camrotation = 1.0

	vec3 grouppos = 0.15 0.15 0
	vec3 titlepos = 0.15 0.15 0

	float cameraradius = 10
	float focusdistance = 5.0

	float backgroundbrightness = 0.1
	int glowiterations = 40
	float glowspreadx = 7.001	
	float glowspready = 7.001
	float glowexponent = 0.4
	float glowalpha = 3.0
	
}

namespace tuli
{
	vec3 cameraposition = 0 5 -6
	vec3 cameratarget = 0 2 0 
	vec3 cameraup = 0 1 0 	

	float cameraradius = 10
	float focusdistance = 6.0
	float focusdistancespeed = 30.0;
	float focusdistancerange = 4s.0;

	float camerarotationfreq = 12.0;
	float camerarotationamount = 0.3;
	int glowiterations = 20
	float glowspread = 0.001
	float glowexponent = 1.0
	float glowalpha = 0.9
}

namespace maailma
{
	vec3 camerapositionstart = 0 3 -6
	vec3 camerapositionend = 0 3 0
	vec3 cameratargetstart = 0 1 50 
	vec3 cameratargetend  = 10 0.5 30 
	vec3 cameraup = 0 1 0 	

	float cameraradius = 10
	float focusdistance = 6.0
	float focusdistancespeed = 104.0;
	float focusdistancerange = 3.0;

	int glowiterations = 20
	float glowspreadx = 5.5
	float glowspready = 1.2
	float glowexponent = -0.1
	float glowalpha = 2.2
}

namespace korona
{
	vec3 mooncamerapositionstart = 0 -2.5 -10
	vec3 mooncamerapositionend = 0 -2.5 -10
	vec3 mooncameratargetstart = -0.9 -2.5 0 
	vec3 mooncameratargetend = 0.9 -2.5 0 

	vec3 groundcamerapositionstart = 0 20 -100
	vec3 groundcamerapositionend = 0 15 -50
	vec3 groundcameratargetstart = 0 40 200 
	vec3 groundcameratargetend  = 0 40 200


	vec3 sunposition = 0 7 20
	vec3 sunposition2 = -4 7 20
	range sunmovement = 0.1 0.4
	range sunspread = 0.1 0.3
	range sunsize = 1.0 2.0
	range sunalpha = 0.01 0.02

	vec3 cameraup = 0 1 0

	vec3 moonpos = 0 3 0
	float moonsizestart = 1.7
	float moonsizeend = 1.4

	float focusdistancestart = 3.0
	float focusdistanceend = 5.0

	float terrainscale = 5.0;
	float terrainheightscale = 5.0;

	float endoftheworld = 1.9;

	int linecount = 7
	range linewidth = 0.3 0.3
	float linelength = 30
	float linedistance = 7.0

	int glowiterations = 40
	float glowspreadx = 5.5
	float glowspready = 0.02
	float glowexponent = 0.6
	float glowalpha = 5.2

	
}

namespace korona2
{
	vec3 mooncamerapositionstart = 0 -0.3 -5
	vec3 mooncamerapositionend = 0 -0.7 -5
	vec3 mooncameratargetstart = 0 0 0 
	vec3 mooncameratargetend = 0 0 0 

	vec3 groundcamerapositionstart = 0 20 -100
	vec3 groundcamerapositionend = 0 15 -50
	vec3 groundcameratargetstart = 0 40 200 
	vec3 groundcameratargetend  = 0 40 200

	vec3 cameraup = 0 1 0

	vec3 moonpos = 0 3 0
	float moonsizestart = 1.1
	float moonsizeend = 1.4

	float focusdistancestart = 3.0
	float focusdistanceend = 5.0

	float terrainscale = 5.0;
	float terrainheightscale = 5.0;

	int linecount = 7
	range linewidth = 0.3 0.3
	float linelength = 30
	float linedistance = 7.0

	int radialiterations = 12
	float radialspread = 0.001
	float radialexponent = 1.0
	float radialalpha = 0.9

	int glowiterations = 20
	float glowspreadx = 7.5
	float glowspready = 0.2
	float glowexponent = 14.2
	float glowalphastasrt = 2.2
	float glowalphaend = 5.2

	
}


namespace kasvot
{
	vec3 camerapositionstart = -1 0 -6
	vec3 camerapositionend = 1 0 -9
	vec3 cameratargetstart = -0.5 0 0 
	vec3 cameratargetend  = 0.5 0 0 


	vec3 particle2position = -3.9 1.5 -2.5
	vec3 particle3position = 5.0 -0.66 -1.0

	vec3 cameraup = 0 1 0 	

	vec3 lightpos = 0 20 0

	float lightscale = 15.0

	float focusdistance = 6.0
	float focusdistancespeed = 20.0;
	float focusdistancerange = 3.0;

	int glowiterations = 20
	float glowspreadx = 5.1	
	float glowspready = 0.4
	float glowexponent = -0.1
	float glowalpha = 2.1	
}

namespace viimeiset
{
	vec3 cameraposition = 0 20 -100
	vec3 cameratarget = 0 0 0 

	vec3 camerapositionstart = 0 20 -70
	vec3 camerapositionend = 0 15 0
	vec3 cameratargetstart = 0 0 200 
	vec3 cameratargetend  = 0 0 200

	vec3 sunposition = 200 150 600
	range sunmovement = 0.1 0.4
	range sunspread = 4.1 10.5
	range sunsize = 45.0 60.0
	range sunalpha = 0.01 0.012

	vec3 cameraup = 0 1 0 	

	vec3 textpos = 0.50 0.1 0
	float textscalestart = 0.5
	float textscaleend = 0.5

	float cameraradius = 10
	float focusdistance = 0.05

	float terrainscale = 1.5;
	float terrainheightscale = 5.0;

	int glowiterations = 10
	float glowspreadx = 5.001	
	float glowspready = 5.001
	float glowexponent = 2.0
	float glowalpha = 4.0

	float constantfade = -0.2
	float noisepower = 500
	
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     beat				                                                                        ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

bpm pulse
{
	bpm = 126
	offset = 0
}

bpm pulsehalf
{
	bpm = 63
	offset = 0
}

bpm pulsequarter
{
	bpm = 31.5
	offset = 0
}
bpm pulseeighth
{
	bpm = 15.75
	offset = 0
}

event startfadein
{
	time = 2000
	length = 15000
}
event startfadeout
{
	time = 42000
	length = 5000
}

event grouptitle
{
	time = 14000
	length = 6000
}
event grouptitle2
{
	time = 20000
	length = 6000
}

event demotitle
{
	time = 26000
	length = 10000
}
event tulifadein
{
	time = 48000
	length = 4000
}
event tulifadeout
{
	time = 95000
	length = 4000	
}
event koronafadein
{
	time = 100000
	length = 4000
}
event koronafadeout
{
	time = 169800
	length = 200	
}

event koronareveal
{
	time = 122000
	length = 10000
}
event maailmafadein
{
	time = 167000
	length = 3000
}
event maailmafadeout
{
	time = 196000
	length = 4000	
}
event kasvotfadein
{
	time = 170000
	length = 3000
}
event kasvotchange
{
	time = 184800
	length = 6000
}
event kasvotshake
{
	time = 187000
	length = 10000
}
event kasvotfadechange
{
	time = 180000
	length = 15000
}

event kasvotfadeout
{
	time = 209000
	length = 1000	
}

event korona2fadein
{
	time = 211000
	length = 4000
}
event korona2fadeout
{
	time = 258000
	length = 2000	
}

event kauneusfadein
{
	time = 260000
	length = 15000
}
event kauneusfadeout
{
	time = 290000
	length = 10000	
}
event viimeisetfadein
{
	time = 300000
	length = 10000
}

event viimeisetfadeout
{
	time = 333000
	length = 7000
}

event credits
{
	time = 315000
	length = 18000
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     meshes																					;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

/*
mesh testi.obj
{
	usevbo = true
	autotexture = false
	texture = texture1.jpg
	usefacenormals = false
	calculatenormals = false
	retain = true
}
*/
/*
mesh sphere.obj
{
	usevbo = true
}
mesh test.obj
{
	usevbo = true
}
*/

mesh sphere.obj
{
	usevbo = true
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     textures                                                                                 ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; upload = true/false 
; wrap 	 = repeat/clamp
; retain = true/false 
; mipmap = true/false
; filter = nearest / linear 
/*
texture test.jpg
{
	mipmap = true
	wrap = repeat
	filter = linear
	retain = true
}
*/
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;     postprocessing rendertargets                                                             ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

texture main
{
	width = 1024;
	height = 1024;
	format = float16;
}

texture main_downscale1
{
	width = 512;
	height = 512;
	format = float16;
	wrap = clamp;
}
texture main_downscale2
{
	width = 256;
	height = 256;
	format = float16;
	wrap = clamp;
}
texture main_downscale3
{
	width = 256;
	height = 256;
	format = float16;
	wrap = clamp;
}
texture main_downscale3_2
{
	width = 256;
	height = 256;
	format = float16;
	wrap = clamp;
}

texture computetest
{
	width = 1024;
	height = 1024;
	format = float32;
}

texture lens_coc
{
	width = 1024;
	height = 1024; 
	format = float16;
	wrap = clamp;
}

texture post1
{
	width = 1024;
	height = 1024;
	format = float16;
	wrap = clamp;
}
texture post2
{
	width = 1024;
	height = 1024;
	format = float16;
	wrap = clamp;
}
texture downscale1
{
	width = 512;
	height = 512;
	format = float16;
	wrap = clamp;
}
texture downscale2
{
	width = 256;
	height = 256;
	format = float16;
	wrap = clamp;
}
texture downscale3
{
	width = 256;
	height = 256;
	format = float16;
	wrap = clamp;
}
texture downscale3_2
{
	width = 256;
	height = 256;
	format = float16;
	wrap = clamp;
}

texture heightmap1
{
	filename = heightmap1.jpg
}
texture heightmap2
{
	filename = heightmap2.jpg
}
texture mustakivi
{
	filename = mustakivi.jpg
}
texture kivitesti
{
	filename = kivitesti.jpg
}
texture whiteparticle
{
	filename = whiteparticle.png	
}
texture circle
{
	filename = circle.png
}
texture oldman
{
	filename = oldman.png
}

texture demotitle
{
	filename = demotitle.png
}
texture grouptitle
{
	filename = traction.png
}
texture grouptitle2
{
	filename = brainstorm.png
}
texture credits
{
	filename = credits.png
}

texture dynamictest
{
	type = cubemap;
	format = rgba;
	width = 1024;
	height = 1024;
}
texture fjaraenv
{
	type = cubemap;
	format = rgba;
	width = 1024;
	height = 1024;

	filenameposx = fjara_negx.jpg
	filenamenegx = fjara_posx.jpg
	filenameposy = fjara_posy.jpg
	filenamenegy = fjara_negy.jpg
	filenameposz = fjara_posz.jpg
	filenamenegz = fjara_negz.jpg
}

; some whitespade needed :)