                     ONE-TIME by INFORMATION-TECHNOLIGIES
                          version / bug fix text file

NOTE TO WIN95 USERS:

Do a HARD boot of your system prior to running the demo.  Especially if you
have already run it once, and it crashed.  It will crash again for sure if
you do not perform a HARD boot.  This is the result of a test on a
Pentium-120.  The demo crashed when we pressed ESC on the name zoom (which
the demo didn't handle properly [it does now]), and continued to crash on
every run until the machine was HARD booted.  Don't ask why.

----------------------------------------------------------------------------
Version 1.3: TIMING BUG FIX ON SUPER-FAST PENTIUM (OF WHICH I DON'T OWN)
             AND FIXED ROAD SIMULATION FOR SOUNDBLASTER OWNERS.  HIGHER
             QUALITY MUSIC (UNCOMPRESSED SAMPLES).

- Added parameter option list in SETUP program, so you can select the
  parameters you prefer there, instead of entering them manually in the
  ONE-TIME.VTO file.

- Added 320x200 Square pixel mode disabled parameter (/Q) since the mode
  shrinks the screen too much on some monitors.  This will only effect the
  3D Fractal effect and the credits.

- Added Pentium Mode (/P parameter) to show road simulation in 320x400
  resolution.  Try it if you got a Pentium with a fast video card.

- Maxed out the rate of the dot explosion, because a P-120 produces 282,000+
  dots at the refresh rate, and it quite frankly looks like shit.  I had
  no idea the pentiums were so damn fast!  Now the dots travel no more than
  2 pixels per retrace, so you can see what's going on.  The effect will
  simply take longer on fast machines, but you'll enjoy it more!

- Fixed the road simulation problems with the SB.  Upon detection of an SB,
  the intro runs extra code to avoid missing the vertical retrace.  You can
  use the /F parameter to force this extra code to be used, even if you
  don't have an SB.  This extra code may cause some minor shearing, but
  it's better than what the SB used to do to it.

- The voxel terrain automatically changes detail levels depending on the
  current frame rate (if the user isn't in control by pressing 'U').

- MOD Post-Release Version 2.  The samples of the Compo-Version MOD were 
  re-sampled in Fast Tracker 2 and shortened to meet the 100k restrictions 
  of the Intro Compo.  The original (higher quality) samples were placed 
  back in due to the fact that DemoVT doesn't make good work with low 
  quality samples.  The samples are the same, just recorded at different 
  qualities.  A "Get Down" Marky Mark voice was also added.  This, along 
  with the exchange in sample quality, brings the song from 56,514 bytes 
  to 121,584 bytes.  (Both uncompressed.)  A lot of those bytes are end 
  pieces to samples that you'll never hear anyway.  The song practically 
  sounds the same.  I hadn't re-sampled any samples to the point where there 
  was a great difference in sound anyway.  I'm just giving DemoVT all the 
  help I can.
  
- Added more stats to the /S parameter, like frames per second.

- Attempted bug fix for super fast computers (Pentium 120 with killer video
  card).  The fractal part underestimated the number of points to use.  A
  value of 700 is used when it should be around 2500.  The effect runs at
  about 150-200 fps making it impossible to even see what's going on.  It
  SHOULD be fixed, but I don't really know, as I only have my 486-66 to test
  this on.  Also the name of the effect is shown, to indicate what it
  actually is.

----------------------------------------------------------------------------
Version 1.2: DECIDED TO RELEASE THE ROAD BUG FIX IN V1.1

- Press U during voxel part, and you gain control:

  NUMPAD 5          - Stop All Movement
  LEFT/RIGHT Arrows - Turn Left and Right
  UP/DOWN Arrows    - Accelerate / Decelerate
  NUMPAD + / -      - Increase / Decrease Height
  < / >             - Strafe Left / Right
  1,2,3             - Low / Normal / High Detail

  This was in before, but was taken out to reduce the intro size to under
  100K.  But now, who cares about the size.  I certainly don't.

----------------------------------------------------------------------------
Version 1.1: ATTEMPTED ROAD BUG FIX (not released)

- Fixed bug in road effect that prevents it from working on a machine
  that goes to fast (486/DX4-100).  Strange that it worked fine on the
  P-100 during the Best FX compo.

- Added a few command line parameters, and key sequences:
  /R   - randomize the voxel terrain generation.
  /S   - show stats at the end of the demo.
  /VGA - assume vga compatibility, in case the detection fails.
  /C   - skip some beginning credits.

  During the demo itself:
  ESC   - ends current effect immediately.  QUITS during a credit scroll.
  SPACE - scroll the credits faster.

  In all cases of exit (including run-time errors, should any ever occur),
  the XMS memory is released back to the system.  The exception is a
  system crash, which should never happen. :)  Or if your system does not
  support flat mode addressing, in which the program will tell you that
  your computer has hung.  There have been known conflicts with flat mode
  and network cards.  I don't have one, so I don't know.

----------------------------------------------------------------------------
Version 1.0: COMPO POST-RELEASE (released for about a day before accidently 
             deleted)

- Added a system speed test to determine the proper amount of points for
  the fractal effect, so that it will go  70 fps.  The explosion effect
  also tests how many dots it can print within a screen refresh.  These
  may be buggy when used with a sound blaster, as it uses up precious
  CPU time.  Run the demo in silence to see the effects properly, or buy a
  GUS.  Run the demo on the fastest machine you can get your hands on, as
  the effects are much more impressive.

- Added SETUP.EXE to auto detect (via environment variables) your sound
  card.  If you pick a sound card that doesn't have a corresponding
  environment variable, the defaults are the factory defaults (i.e. they
  are not auto detected, so don't depend on them!).

- Modified voxel terrain colors to look smoother and more realistic.
  Also the terrain generation initializes the map with one high section,
  and the rest low.  This is to force few mountain tops, as the viewpoint
  movement is random.  The viewpoint also follows the terrain (i.e. moves
  up and down).  I may put the user control option back in (it was taken
  out to reduce the size to under 100K).

- Removed the compression code, as I realized the intro will no longer be
  under 100K once I add the SETUP program, and added more user-friendly(?)
  error handling.  Besides, it was handled via batch files.  Ugly.

- MOD Post-Release Version.  The Compo-Version got hacked to hell in the last
  five minutes before deadline.  Tracks were cut out like crazy and the song
  didn't sound liked planned.  "Drum Rolls" were added back in, which meant 
  adding extra tracks too (avioding duplication).  The Compo-Version MOD was 
  47,298 bytes, and this version is 56,514 bytes.
