_//\\________________________________________________________________________ _\\__T_A_T_I_C___L_I_N_E_____________________________________ February, 2001 __\\_________________________________________________________________________ \\//__ Monthly Scene E-Zine ________________________________ 195 Subscribers _____________________________________________________________________________ --=--=-- --=--=------=--=------=--=---- Table Of Contents ----=--=------=--=------=--=-- Opening: Message From the Editor Letters From Our Readers Features: Columns: Music: In tune -- "Travels in Blue" by Smash Retro Tunage -- "Aeons of Notes" by Yannis Demo: Screen Lit Vertigo -- "Chrome" and "Lego Basics" Intro Watch -- "Five Cigar Coctail" and "Peyote" General: Editorial -- Part of the Scene? Link List -- Get Somewhere in the Scene Closing: Credits --=--=-- --=--=------=--=------=--=---- Message From the Editor ----=--=------=--=------=--=-- Well, what can I say, it's been a hell of a month. For those of you who tried to subscribe last month, you might have noticed that you couldn't, or that you at least had problems. We had some issues with our "mailman" listserv daemon this past month, but they have been resolved, and its business as usual. You can resume with your subscription modifications as you need to. In addition to all the things that have been happening scene wise, I personally havn't had a very good month. I don't need to get into details, but lets just say that things are finally starting to clear up. It is my hope that next months issue won't be so short, as this issue is smaller than our latest few issues. Regardless, I think that you will find this issue pretty interesting. There are no special features this month, but our reviewers managed to pick out a few good things for you to check out. All-in-all, I would say that things are going pretty good, considering we just finished January. After all, isn't January that time in the demoscene where nothing happens? One thing that I am very proud of is the fact that we are only five members away from being a good healthy 200! Help us find those 5 readers. It will only help the magazine to thrive. Enjoy! --Coplan --=--=-- --=--=------=--=------=--=---- Letters From Our Readers ----=--=------=--=------=--=-- -=- Letter from Smash -=- Hey.. I want to lend my opinion to Psitron's article about moving the scene away from windows. Let me explain why exactly this is a bad idea. The scene is on windows because 99% of pcs come with windows installed, and this will not change in the forseeable future. Also, virtually all games produced for pc are for windows, and virtually all commercial pc art/sound packages, etc. It really doesn't matter about the features of an OS, as long as it isn't unsuited to graphics and sound applications. much more important is the number of people using it and developing on it. When the c64 was computer of choice for most home users, scene was on c64.. when amiga was machine of choice, scene was on amiga. when pc and DOS was machine of choice, scene was on pc/dos. and now, home users are using pc and windows.. and guess what the scene uses. Also linux is NOT a great OS to develop demos on. 3d card drivers are often much less updated and much worse than windows equivalents. Running an opengl app on a linux machine, then just recompiling on windows and running it, the speed difference is very noticable. I've experienced this first hand (coding for linux+windows). At least windows is very supported by hardware makers, which greatly improves performance. You want to close off the scene, make it a tiny minority environment which a few techie nerd kids will get involved in maybe if they manage to drag themselves off their muds for a second? Then move to linux or beos or freedos. Want to make a demoscene where no-one new will ever come in? Move to demOS. Coders will get the best out of whatever OS they work with. What is more important, I think, is that enough people can actually see our works, And I don't just mean other demosceners but average internet-using home pc owners. people have to be able to just come across a demo, and run it on their pc and get interested in the scene, and for the average person this means using windows. we want the scene to grow, not close it off. By suggesting a move to a platform which just isn't very popular, it's not adhering to any "oldschool ideal" or trying to regain some kind of "golden era". In the "golden era", on the amiga of early 90s, it was a time when demos were made for the platform that everybody used - kids could just discover the scene and get involved. People were amazed by demos back then because they were the most impressive things on their computer. If anything, I'd rather see people developing more console demos - and making them available so people can just get them on cd, stick them in their ps2 and watch them, no problems. The fact is, whatever people may wish for, the people who decide are the ones coding the good demos, and at the moment they are all using windows. Hoping for a demoscene that is available to all not just a bunch of nerds. --Smash -=- Letter from Dilvish -=- It is clear to many that Windows lacks that real-time support and stability to provide a good home for the demo (or video game) community. It is unclear, however, where we should turn to. Other operating systems lack focus - attempting to be all things for all people, making too many compromises between ease-of-use and functionality, and missing the essential fast access to hardware, and real-time signal sharing features that are a must for anybody involved in demos, music, or gaming. Here then are the essential features that we must search out or provide before flocking to a new home: * Hardware support * 3D accelerators * Soundcards * External device I/O for MIDI or game control * Not locked to specific hardware (processors, video architectures, RAM, storage devices) * Modular toolsets for developers including * 3D libraries * Audio libraries (wave mixing, dsp, format conversion) * Modular O-O patterns, datatypes, etc.. (someone still has to code a flexible tracker) * Scriptable architecture (remember how cool QuakeC was? DemoC anyone?) * skinnable XML-based GUI widgets * Efficient access to low-level devices, without locking ourselves to any specific card (remember all those demos that require the now defunct gravis? treasures lost for most of us these days...) The most important feature: * MODULARITY - new soundcards and video cards come out all the time. It has to be EASY to support our OS. We have to be flexible and lovable enough that over-looking support would be CRAZY on the part of manufacturers. That means we have to design the architecture carefully, or forget about it. Of course, we should not forget network connectivity (multi-player is great), text editing and layout (documentation, obviously, but what about cool layouts for text and graphics in game menu screens? XML? SVG?), or data management (strategy games or RPG's often require a good database to back up the cool interface). I think it's possible that an OS designed specifically for demos, gamers, and Audio/Video types would also do a great job at anything else you'd like to throw at it. The difference is, we don't make choices that limit what we can do in terms of real-time effects, multi-tasking, or critical performance in order to enable a spreadsheet program to save it's data. Many projects have launched with similar goals and met a quick demise because they did not plan out their architecture carefully beforehand, or did not realize the scope of what they had planned. Here are some things we must also consider: Many of the elements we need have already been built, and are available to us freely. There are even GPL'ed OS kernels, some of them specifically tailored for real-time systems. We should decide what we can use, what we can wrap temporarily until a good replacement is built, and what we must build ourselves. We cannot do it alone. Open source seems the ONLY way for a bunch of different demo-makers from around the globe to collaborate on a single masterpiece of design and engineering. There will be MANY facets of the architecture and design that no single person may be able to comprehend entirely on their own.. for this reason, a modular, collaborative structure is essential. Unix pipes: the best example to date of a large system of tools that truly communicate and work together well... why? Because they don't know anything about each other. They have an input stream, and an output stream. They do not call each other directly.. they do ONE THING, and do it VERY WELL. That philosophy is one that we have to adopt to make such a diverse collaboration a reality. They did it with text - we can do it with MIDI, wave data, and graphics - or anything else that might come along later. The vision here is freedom from windows. Freedom from any particular platform, rather, as all of them will have their own set of shortcomings. We need to build a system that can be custom fit for the individual, or even an individual program. If no process is currently in need of a bulky GUI (user likes textmode access), GREAT.. don't load the damn GUI overhead. If they need it for something, it should be a keystroke away, just as simple as launching any other program... a GUI is simply a viewer framework.. not the foundation of an OS. There are standards we can work with that will make our data sharable, and as other developers flock to support those standards, they will be supporting us without even realizing it. Without even trying. Freedom can be ours. Please direct comments, feature suggestions, and rants to ostechdev@yahoo.com. Someone is listening. I promise. --Dilvish -=> Reply from Coplan: I have always been a big supporter of the Open Source community, especially when it has to do with Linux. Linux has grown, and it will continue to grow -- but will it grow in the right direction for the demoscene? At this point, it's a mute point, as there isn't enough single-user usage of Linux. There are a lot of systems out there with Linux, but most are network servers. If you are one of those people that has taught themselves linux, and if you program (or write perl or shell scripts), I urge you to find a project to get involved in, or even create: http://sourceforge.net Yes, as I said, there aren't many people useing Linux as a primary medium, but there are two reasons for that: Ease of use and hardware support. If you can help narrow any of those gaps, I garuntee, one more person will be willing to use it. And one day, we might have our next OS for the scene to expand into -- and you can say that you helped it get there. --Coplan --=--=-- --=--=------=--=------=--=---- In Tune "Travels in Blue" by Smash By: Coplan ----=--=------=--=------=--=-- What can I say, I've always been a Smash fan, and he's topped my list more than once. So, I was quite happy to hear from him the other day, where I could ask him to direct me to his latest music. Glad I ran into him! I have a very inspirational tune for you guys this month: "Travels in Blue" one of my favorite Smash tunes to date. With very few exceptions, Smash did everything right with "Travels in Blue". The song is not too loud, it's not too crazy, and it's a nice little mellow piece that you can toss in the background and play while you work. By tradition, I don't read a song description until after I've heard the song. So, when I heard that the opening was a bit slow. I thought that might dictate the mood of the rest of the tune. Well, order 12 kicked in, and I realized I was a bit wrong. The tune continued to be mellow and dreamy throughout, but not quite the way I thought it would be. Based entirely on the opening few patterns, I would've told you it was an ambient tune. Again, I would've been wrong. At order 12, we get what I like to call a "kick-in" transition. It's not a technical term, but I think it describes it well. A kick-in is the type of transition where a lot of instruments are introduced at once. The most important instruments to introduce at this time are always the percussion instruments. By doing this, and without changing the tempo/speed of the song itself, you feel like the song is a bit more lively. A kick-in transition was well suited for this tune, and smash picked a good set of samples to kick in with. His percussion samples are just perfect for this tune. The snare is something I like to point out. There are a lot of different kind of snares out there, and I think that one which sounds a bit muffled (throw a few sheets in there) sounds great in a jazzy little tune like this. Yes, the percussion is repetative, but not without reason. As you will see throughout the song, he does know when to stop, when to start, and when to change the percussion. The baseline is one of the coolest parts of the song. If you have the ability, crank your base. If you have listened to my advice from the past -- you got your computer hooked up to a high quality amplifier, and this shouldn't be a problem. If you don't listen to my advice -- that cheezy little set of PC speakers with the 4" subwoofer isn't going to do anything for you. Again, the baseline is repetative, but it does change when it needs to. My interest in the baseline has to do entirely with the way it controls the mood of the song. A quick baseline like this, along with the fast paced percussion, help to liven up a song. Percussion and tempo aren't the only thing to consider for a lively song, folks. Order 32 comes upon us, and as I promised, the percussion fades out. But the baseline remains. We got some dreamy lead instrument jumping into action here, and with the percussion fading to the back, it sounds really cool. It sounds even cooler when the percussion (modified from the norm) kicks back in, and the baseline changes a bit as well. Now comes my slight beef with the song: Around order 40, the strings in the background (the onces carrying the chord progression) seem to fade into the foreground off-and-on. The baseline also tends to sound a bit forced, as it too does some really wierd stuff. Yes, it does sound kinda cool, but I honestly don't think it fits the song very well. This part could've even been cut out all together. But, that's just my opinion, you might like it. By the time order 52 comes back around, everything is back to normal. It's nice to get some variety in a song, and then end where one started off. That is what Smash did -- as slowly as the song began, he ends it the same way. One might think it drags a bit, but the song ends very smoothly. Overall, the song is a dreamy song that makes you want to move. As I said, it's great background noise if you turn the volume down a little bit. But crank the volume, and you really want to move. I can picture a whole bunch of my friends seriously dancing at a club to this one. Definately worth a download. --Coplan Song Information: Title: Travels in Blue Author: Smash of Fairlight Filename (zipped/unzipped): flt_013-travels_in_blue.zip / travels_in_blue.xm (XM) File Size (zipped/unzipped): 864 kb / 1.9 MB Source: http://fairlight.scene.org Alternate: ftp://ftp.scenespot.org/static_line/suppliment/travels_in_blue.zip "In Tune" is a regular column dedicated to the review of original and singular works by fellow trackers. It is to be used as a tool to expand your listening and writing horizons, but should not be used as a general rating system. Coplan's opinions are not the opinions of the Static Line Staff. If you have heard a song you would like to recommend (either your own, or another person's), We can be contacted through e-mail useing the addresses found in the closing notes. Please do not send files attached to e-mail without first contacting us. Thank you! --=--=-- --=--=------=--=------=--=---- Retro Tunage Aeons of Notes by Yannis By: Tryhuk ----=--=------=--=------=--=-- Welcome to another trip to the disappearing world of mod music. Today I'd like to introduce you my favourite track by Yannis Brown, who was active in the scene for a really long and became a respected veteran. I can still remember the first of his tracks that I heard, it was just a cheesy cover tune on some song by Tori Amos, but it was enough to stick his name in my head so I could pay attention to his other releases. As I discovered Hornet archive, his songs were among the first I've downloaded and although there are many other good songs by him, I remember this one as my favourite. Style of the track is hard to describe - in the beginning it shows signs of house, but then the percussion gets more complicated and more attention is payed to the chord structure and leads. More dance style feeling is brought back by a deep bassline, that shows to be typical for Yannis. Over all this, the track has a very complicated structure and its analysis would be for a separate issue. Just take a look on the worked out chord structure, excellent leads - I count there to be at least 3 instruments alternating on the place of lead, and also slight but significant tempo and mood changes, often evoked by good handling of instrument volumes. With this song you can notice that isn't thrown together in few hours like many todays tracks tend to be. Thus if you think you would like to feel the oldskool feeling once again, or if you believe that this track can give you ideas how to improve your tracking technique, go on and listen to "Aeons of notes". Song Information: Title: Aeons of notes Author: Yannis Brown Release date: Nov 96 Length: 4m27s trimmed Filename (zipped/unzipped): ybaeon.zip/ybaeon.it File Size (zipped/unzipped): 172k/316k Source: Hornet archive ftp://us.hornet.org/pub/demos/music/songs/1997/y/ybaeon.zip --Tryhuk --=--=-- --=--=------=--=------=--=---- Screen Lit Vertigo "Chrome" by Damage and "Lego Basics" by Hybris/NEMESIS By: Seven ----=--=------=--=------=--=-- -=- "Chrome" by Damage (party version) -=- Found at www.scene.org 3th place at The Party 10 demo compo System requirements: "win32.opengl.geforce" (does this means it's 100% Geforce only, or that it wants certain extensions, or just any T&L card? Who knows...). 7 MB HD Test Machine: PIII 900 192MB, SB128, GeForce 2MX 32MB, Win98 The Credits: code: ther music: db gfx: adam The Demo: January is a bad month to get new demos, only (checking Hugi party calendar) two parties, one of which is non-PC, and the other is past the deadline for this Static Line issue. So I'll just keep reviewing TP demos this month :) Personally, I like the third place (Chrome by Damage) better than the top two. Crome is a heavy 3D demo, not the camera-flight kind but the 3D-texture-effect variant, a bit like Wonder or Tesla/Sunflower. There are lots of standard effects like transparant tunnels, morphing motion-blurred objects, wavy textures and the like, but there are also some more original parts. For example, at the end there's a morphing blob whose edges are more visible than the inside, and several of these outlines are overlayed. Looks nice. In fact, there are a lot of parts shown very quickly at the end: a discoball, some transparant nutcrackers, the inside of a torus... There's a bit of space-station design, with cross-hairs and pseudo-technical terms like "proton spetrometer" or "radial docking port" sprinkled here and there, but it doesn't really form a solid whole. Besides the multitude of textures, there's a nice Chrome-logo at the start, but no other graphics. The music is a dnb track with enough variation, with some more quiet parts between the pure rhythm parts. The syncing is almost lacking at the start, but grows better towards the end, with the human model rotating and the parts switching to the beat. Just like the other demos in the top-3, Chrome uses an MP3 (which makes syncing harder). Overall: A lot of effects in Chrome can be summarized by "done before, but still good-looking". I also liked the variation near the end. A bad point is that Damage appearently followed the "50% white"-rule: if less than half the screen is white, keep adding more flares and textures. Maybe they did it on purpose for the bigscreen, on which darker colors often get lost, but on a monitor it's really overly bright :/ Luckily the things that are visible still make this a demo worth watching. -=- Lego Basics by Hybris/NEMESIS (final version) -=- Found at www.hybrisNEMESIS.com 2nd place at The Party 10 demo compo System requirements: No info file found... Windows, 5 MB HD, and a 3D card to get > 1 fps. Test Machine: PIII 900 192MB, SB128, GeForce 2MX 32MB, Win98 The credits: Code: Bender Models: Bender & Hawk Music: Trauma & Dunkel Maps: Beyond The Demo: As the title says: the theme of this demo is lego, the little bright-colored toy bricks 75% of the scene used to play with when we were kids. Such a subject is guaranteed to draw some nostalgia votes in a compo :) The demo starts with a lego-man, dressed in black and with sunglasses, who dodges some rockets that are fired at him by a simple lego-helicopter. The rest of the demo doesn't continue this story, but shows some bricks and simple objects that fall, collide and bounce. This is no animation, but rather real-time calculated physics (which means detecting the collisions of objects and give them a new direction, velocity and spin, based on their weight, current velocity etc). The result looks quite realistic, better than normal keyframed animations, but sometimes the objects bounce too much. The physics-part is slightly randomized, so it looks different each time you run the demo. There are also shadows, but as the invisible lightsource doesn't move, it might be just a hack with a simple diagonal projection. Strangely, the lego-man does not cast a shadow. At the end, a lot of bricks form a C64-logo, to remind us which platform Hybris/NEMESIS comes from. The music is an MP3 which starts with some mumbling singer, then guitars kick in together with some helicopter-sounds, and the rest is a kind of, hmm, techno-jazzy tune. Not bad, but not very special either. Overall: Lego Basics is mainly a technical demo, so you won't watch it very often. It's also quite short (2 min 30) and the landscape doesn't look very good. On the positive side, the whole demo runs an editable script, so if you know XML you can edit LegoBasics.XML and create your own LEGO-demo. Further good points are the realistic physics-generated motions, and of course: lego :) --Seven --=--=-- --=--=------=--=------=--=---- Intro Watch "Five Cigar Coctail" by Replay and "Peyote" by Proxium By: Gekko ----=--=------=--=------=--=-- -=- Five Cigar Coctail by Replay -=- 64k at The Party 2000 ftp://ftp.scene.org/pub/incoming/THEPARTY00/in64/rpl_fcc_notshown.zip Requires: 3d card, Windows, OpenGL For me, this is the best Replay intro so far. It was entered but not shown at The Party 2000. This is a real pity, because it could have ranked very high in the competition. The disk that they handed in was broken, and I guess the Authors were boozing somewhere when the organizers tried to contact them... The intro is a show of beautiful scenes from nature: trees, flowers, grass, and so on. These are not photorealistic of course, but they don't appear synthetic. Somehow they still have a touch of reality. They rather look as if they were hand-drawn. Meanwhile a poem runs line by line. This is a mood demo. This means that you have to be in a certain mood to like it, and people usually react to it in a love-hate way. Some of them are fond of it, the rest of them can't stand it. Hopefully you belong to the first group... -=- Peyote by Proxium -=- #1 64k at Chaos Construction 2000 http://www.proxium.org requires: MMX, Windows, DirectX Proxium is a Russian group which is not so well-known in the international scene. This intro is a very promising work by them. It is far from perfect but it is surprising how much is squeezed into it. There are two musics with software synthetised samples. We are shown a sequence of countless 3d scenes (sewels, street lamps, walking doll, etc), with many textures and even still pictures. Hopefully Proxium's next work will reach the top in style, too, because code-wise they are already there. --Gekko --=--=-- --=--=------=--=------=--=---- Editorial Part of the Scene? By: Coplan ----=--=------=--=------=--=-- I don't find it very necessary to constantly reassure myself that I'm doing my part for the scene. I hope most of you don't either. In fact, no one that is reading this should be concerned about "doing their part" for the demoscene. I say that not because I truly expect that you all bleed demoscene red (I don't know, what color is demoscene blood?). I say that because every tiny little part matters. For me, my part is Static Line and SceneSpot (which hopefully should fully get off the ground soon). I release music on occasion, and I have to remind myself not to overlook that. My primary existance in the scene might be Static Line, but I would've never been here had it not been for my tracking background. I don't claim to know the scene any better than anyone else, and I don't claim myself to be a veteran. I'm just here, and I'm enjoying myself. If asked, most of you wouldn't argue my claim to be a contributor. What about you? Are you a part of the demoscene? Can you honestly say you know ANYTHING about the demoscene? In my absolute honest opinion, I truly believe that anyone who can explain the demoscene to someone else, and show examples, is a part of the demoscene -- even if one does not contribute anything. "But Coplan! How can you allow someone to claim membership in the scene if they don't contribute?" The question is in everyone's mind as they read this, at least in some form or another. The difference between your definition and my definition of contribution is subtle. A song here and there is definately a contribution. An article for Static Line is definately a contribution. Jumping in #trax or #pixel or #code and telling giving someone ideas, or recommendations on their past work -- that's a contribution, and many people overlook that. Many people also overlook the fact that someone, perhaps someone who doesn't track, downloaded the latest demo and played it on his/her computer. I say that, too, is a contribution, because it's spreading the word. I'd be willing to bet that person might have downloaded a demo or a tune, and thought it really cool. Then they go grab more, and more, and pretty soon, they know enough about the scene to describe it to someone. So what if they don't write for some mag, or write music, or code? They are the ones that are viewing and listening to your work -- and don't forget that. I think that is the most important thing to remember when it comes to "The best OS for the demoscene". The answer is simple -- the one with the most viewers. The reality is that we, as scene writers, trackers, coders and artists, are doing what we do for an audience. No one here expects to make money, so that can't be it. And though we can't rule out personal satisfaction, the majority of people want to be heard (or seen). Well guess what? You need those "non-contributors" don't you? --Coplan --=--=-- --=--=------=--=------=--=---- Link List ----=--=------=--=------=--=-- Portals: Orange Juice.............................http://www.ojuice.net Scene.org.................................http://www.scene.org SceneSpot.............................http://www.scenespot.org CFXweb.......................................http://cfxweb.net Pouet.net.................................http://www.pouet.net Demoscene.org.........................http://www.demoscene.org Scenet....................................http://www.scenet.de Demo.org...................................http://www.demo.org Czech Scene................................http://www.scene.cz Hungarian Scene........................http://www.scene-hu.com Italian Scene...........................http://run.to/la_scena ModPlug Central Resources..........http://www.castlex.com/mods Norvegian Scene............http://www.neutralzone.org/scene.no Polish Scene...........................http://www.demoscena.pl Russian Scene..........................http://www.demoscene.ru Spanish Scene............................http://www.escena.org Swiss Scene..............................http://www.chscene.ch Archives: Acid2.....................................ftp://acid2.stack.nl Amber.......................................ftp://amber.bti.pl Cyberbox.....................................ftp://cyberbox.de Hornet (1992-1996)........................ftp://ftp.hornet.org Scene.org..................................ftp://ftp.scene.org Scene.org Austra........................ftp://ftp.nl.scene.org Scene.org Netherlands...................ftp://ftp.au.scene.org Swiss Scene FTP...........................ftp://ftp.chscene.ch Demo Groups: 3g Design..............................http://3gdesign.cjb.net 3State...................................http://threestate.com 7 Gods.........................................http://7gods.sk Aardbei.....................................http://aardbei.com Acid Rain..............................http://surf.to/acidrain Addict..................................http://addict.scene.pl Agravedict........................http://www.agravedict.art.pl Alien Prophets...................http://alienprophets.ninja.dk Anakata..............................http://www.anakata.art.pl Astral..............................http://astral.scene-hu.com Astroidea........................http://astroidea.scene-hu.com BlaBla..............................http://blabla.planet-d.net Blasphemy..............................http://www.blasphemy.dk Bomb..................................http://bomb.planet-d.net Broncs..................................http://broncs.scene.cz Byterapers.....................http://www.byterapers.scene.org Calodox.................................http://www.calodox.org Cocoon..............................http://cocoon.planet-d.net Confine.................................http://www.confine.org Damage...................................http://come.to/damage Eclipse............................http://www.eclipse-game.com Elitegroup..........................http://elitegroup.demo.org Exceed...........................http://www.inf.bme.hu/~exceed Fairlight.............................http://www.fairlight.com Fobia Design...........................http://www.fd.scene.org Freestyle............................http://www.freestylas.org Fresh! Mindworks...................http://kac.poliod.hu/~fresh Future Crew..........................http://www.futurecrew.org Fuzzion.................................http://www.fuzzion.org GODS...................................http://www.idf.net/gods Halcyon...........................http://www.halcyon.scene.org Haujobb..................................http://www.haujobb.de Hellcore............................http://www.hellcore.art.pl Infuse...................................http://www.infuse.org Kilobite...............................http://kilobite.cjb.net Kolor................................http://www.kaoz.org/kolor Komplex.................................http://www.komplex.org Kooma.....................................http://www.kooma.com Mandula.........................http://www.inf.bme.hu/~mandula Maturefurk...........................http://www.maturefurk.com Monar................ftp://amber.bti.pl/pub/scene/distro/monar MOVSD....................................http://movsd.scene.cz Nextempire...........................http://www.nextempire.com Noice.....................................http://www.noice.org Orange.................................http://orange.scene.org Orion................................http://orion.planet-d.net Popsy Team............................http://popsyteam.rtel.fr Prone................................http://www.prone.ninja.dk Purple....................................http://www.purple.dk Rage........................................http://www.rage.nu Replay.......................http://www.shine.scene.org/replay Retro A.C...........................http://www.retroac.cjb.net Sista Vip..........................http://www.sistavip.exit.de Skytech team............................http://www.skytech.org Sunflower.......................http://sunflower.opengl.org.pl Talent.............................http://talent.eurochart.org The Black Lotus.............................http://www.tbl.org The Digital Artists Wired Nation.http://digitalartists.cjb.net The Lost Souls...............................http://www.tls.no TPOLM.....................................http://www.tpolm.com Trauma.................................http://sauna.net/trauma T-Rex.....................................http://www.t-rex.org Unik.....................................http://www.unik.ca.tc Universe..........................http://universe.planet-d.net Vantage..................................http://www.vantage.ch Wipe....................................http://www.wipe-fr.org Music Labels, Music Sites: Aisth.....................................http://www.aisth.com Aural Planet........................http://www.auralplanet.com Azure...................................http://azure-music.com Blacktron Music Production...........http://www.d-zign.com/bmp BrothomStates.............http://www.katastro.fi/brothomstates Chill..........................http://www.bentdesign.com/chill Chippendales......................http://www.sunpoint.net/~cnd Chiptune...............................http://www.chiptune.com Da Jormas................................http://www.jormas.com Fabtrax......http://www.cyberverse.com/~boris/fabtrax/home.htm Five Musicians.........................http://www.fm.scene.org Fusion Music Crew.................http://members.home.nl/cyrex Goodstuff..........................http://artloop.de/goodstuff Ignorance.............................http://www.ignorance.org Immortal Coil.............................http://www.ic.l7.net Intense...........................http://intense.ignorance.org Jecoute.................................http://jecoute.cjb.net Kosmic Free Music Foundation.............http://www.kosmic.org Lackluster.....................http://www.m3rck.net/lackluster Level-D.................................http://www.level-d.com Miasmah.............................http://www.miasmah.cjb.net Milk.......................................http://milk.sgic.fi Mah Music.............................http://come.to/mah.music Maniacs of noise...............http://home.worldonline.nl/~mon MAZ's sound homepage..................http://www.maz-sound.com Med.......................................http://www.med.fr.fm Mo'playaz..........................http://ssmedion.de/moplayaz Mono211.................................http://www.mono211.com Morbid Minds..............http://www.raveordie.com/morbidminds Noise................................http://www.noisemusic.org Noerror.......................http://www.error-404.com/noerror One Touch Records......................http://otr.planet-d.net Park..................................http://park.planet-d.net Radical Rhythms.....http://www.andrew.cmu.edu/user/merrelli/rr RBi Music.............................http://www.rbi-music.com Ruff Engine................http://members.xoom.com/ruff_engine SHR8M......................................http://1st.to/shr8m Sound Devotion................http://sugarbomb.x2o.net/soundev Soundstate.........................http://listen.to/soundstate Sunlikamelo-D...........http://www.error-404.com/sunlikamelo-d Suspect Records........................http://www.tande.com/sr Tequila........................http://www.defacto2.net/tequila Tempo................................http://tempomusic.cjb.net Tetris....................................http://msg.sk/tetris Theralite...........................http://theralite.avalon.hr Tokyo Dawn Records........................http://tdr.scene.org Triad's C64 music archive.............http://www.triad.c64.org UltraBeat.........................http://www.innerverse.com/ub Vibrants................................http://www.vibrants.dk Wiremaniacs.........................http://www.wiremaniacs.com Zen of Tracking.........................http://surf.to/the-imm Programming: Programming portal......................http://www.gamedev.net Programming portal.....................http://www.flipcode.com Game programming portal...............http://www.gamasutra.com 3D programming portal.................http://www.3dgamedev.com Programming portal......................http://www.exaflop.org Programming portal............http://www.programmersheaven.com Programming portal.....................http://www.freecode.com NASM (free Assembly compiler)......http://www.cryogen.com/nasm LCC (free C compiler).........http://www.remcomp.com/lcc-win32 PTC video engine.........................http://www.gaffer.org 3D engines..........http://cg.cs.tu-berlin.de/~ki/engines.html Documents...............http://www.neutralzone.org/home/faqsys File format collection...................http://www.wotsit.org Magazines: Amber...............................http://amber.bti.pl/di_mag Amnesia...............http://amnesia-dist.future.easyspace.com Demojournal....................http://demojournal.planet-d.net Eurochart.............................http://www.eurochart.org Heroin...................................http://www.heroin.net Hugi........................................http://www.hugi.de Music Massage......................http://www.scene.cz/massage Pain..................................http://pain.planet-d.net Scenial...........................http://www.scenial.scene.org Shine...............................http://www.shine.scene.org Static Line................http://www.scenespot.org/staticline Sunray..............................http://sunray.planet-d.net TUHB.......................................http://www.tuhb.org WildMag...............................http://wildmag.notrix.de Parties: Assembly (Finland).....................http://www.assembly.org Ambience (The Netherlands)..............http://www.ambience.nl Dreamhack (Sweden)....................http://www.dreamhack.org Buenzli (Switzerland)......................http://www.buenz.li Gravity (Poland)............http://www.demoscena.cp.pl/gravity Mekka-Symposium (Germany)...................http://ms.demo.org Takeover (The Netherlands).............,http://www.takeover.nl The Party (Denmark).....................http://www.theparty.dk Others: Demo secret parts....http://www.inf.bme.hu/~mandula/secret.txt Textmode Demo Archive.................http://tmda.planet-d.net Arf!Studios..........................http://www.arfstudios.org #coders..................................http://coderz.cjb.net Demonews Express.........http://www.teeselink.demon.nl/express Demo fanclub........................http://jerware.org/fanclub Digital Undergrounds.....................http://dug.iscool.net Doose charts...............................http://www.doose.dk Freax................................http://freax.scene-hu.com GfxZone............................http://gfxzone.planet-d.net PC-demos explained.....http://www.oldskool.org/demos/explained Pixel...................................http://pixel.scene.org IRC Channels: Scene.........................................ircnet #thescene Programming.....................................ircnet #coders Programming....................................efnet #flipcode Graphics.........................................ircnet #pixel Music.............................................ircnet #trax Scene (French)..................................ircnet #demofr Programming (French)............................ircnet #codefr Graphics (French)..............................ircnet #pixelfr Scene (Hungarian)............................ircnet #demoscene Programming (Hungarian)......................ircnet #coders.hu Programming (German)........................ircnet #coders.ger --=--=-- ----=--=------=--=------=--=------=--=------=--=------=--=------=--=------ Editor: Coplan / D. Travis North / coplan@scenespot.org Columnists: Coplan / D. Travis North / coplan@scenespot.org Dilvish / Eric Hamilton / dilvie@yahoo.com Gekko / Gergely Kutenich / mont@tar.hu Psitron / Tim Soderstrom / tigerhawk@stic.net Setec / Jesper Pederson / jesped@post.tele.dk Seven / Stefaan VanNieuwenhuyze/ seven7@writeme.com Tryhuk / Tryhuk Vojtech / vojtech.tryhuk@worldonline.cz Technical Consult: Ranger Rick / Ben Reed / ranger@scenespot.org Static Line on the Web: http://www.scenespot.org/staticline Static Line Subscription Management: http://www.scenespot.org/mailman/listinfo/static_line If you would like to contribute an article to Static Line, be aware that we will format your article with two spaces at the beginning and one space at the end of each line. Please avoid foul language and high ascii characters. Contributions should be mailed to Coplan (coplan@scenespot.org). See you next month! -eof---=------=--=------=--=--