                     FIRST OFFENSE by SAW TOOTH DISTORTION
                          version / bug fix text file

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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.  Also make
sure you are not running any Expanded Memory Managers (EMM386).

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Version 1.4: RE-RELEASE WITH PROPER GROUP AND MEMBER NAMES, MINOR BUG FIXES.

- (v1.42) Corrected occasional problem with the speed test portion before 
  the dots show up on the screen.  The '3D Sierpinski Triangle' text used 
  to appear in the middle of the screen in red for unknown reasons.  

- (v1.41) The detail level in the voxel terrain refuses to switch to high 
  detail on fast computers, as the increased frame rate is more desirable 
  than a higher detail setting.

- Our real name is Saw Tooth Distortion.

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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).

- (v1.31) Fixed a mistake in the credits screen, and also added one...

- Added parameter option list in SETUP program, so you can select the
  parameters you prefer there, instead of entering them manually in the
  1STOFF.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 screen.

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

- 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! (Hopefully.)

- 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').  

- Post-Release Version 2 MOD added.  The samples of the Compo-Version MOD 
  were re-sampled to a lower quality in Fast Tracker 2 and shortened to meet 
  the 100k restrictions of the Intro Compo.  The original (higher quality) 
  samples have been placed back in due to the fact that DemoVT uses it's own
  software mixing for Sound Blasters (of course).  (The Gravis Ultrasound has 
  it's own GF1 hardware mixing and interpolation on which the original MOD 
  was created for.)  The samples are the same, just recorded at different 
  qualities.  The "Get Down" Marky Mark voice was also fully restored.  This,
  along with the exchange in sample quality, brings the song from 56,514 
  bytes to 121,584 bytes.  Some of those bytes are end pieces to samples that 
  are NEVER played.  The song sounds the same on a Gravis Ultrasound.  I'm 
  just giving DemoVT all the help I can for you Sound Blasters owners.
  
- 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.

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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.

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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.

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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, the compression was handled via batch files.
  Ugly.

- Post-Release Version MOD added.  The Compo-Version got hacked to hell in
  the last five minutes before the 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.  The Compo-Version MOD was 47,298 bytes,
  and this version is 56,514 bytes.
