_//\\________________________________________________________________________ _\\__T_A_T_I_C___L_I_N_E_________________________________________ July, 2001 __\\_________________________________________________________________________ \\//__ Monthly Scene E-Zine ________________________________ 221 Subscribers _____________________________________________________________________________ --=--=-- --=--=------=--=------=--=---- Table Of Contents ----=--=------=--=------=--=-- Opening: Message From the Editor Letters From Our Readers Features: Painting Sound Party Report -- Takeover 2001 Columns: Music: In Tune -- Some Inspirational Music The Listener -- Music by Alkama Demo: Screen Lit Vertigo -- "Glon 243" and "Dewitt Jaycees" General: Editorial -- Experimentation and Inspiration Link List -- Get Somewhere in the Scene Closing: Credits --=--=-- --=--=------=--=------=--=---- Message From the Editor ----=--=------=--=------=--=-- Last month was very long, and unenjoyable. Granted, my life hasn't gotten that much easier, but it has at least settled enough for me to pick up Static Line again. I once again thank you all for your patience and understanding. Since the last time we published, we have put ourselves on a new server. Unfortunately, I don't know all the details behind it, but it is now working much more smoothly, and Ranger Rick is happy about that. For those of you who don't know Ranger Rick, he's essentially the network administrator for the SceneSpot server. He's the reason this mailing list exists, and he's the reason why we have SceneSpot, and the wonderful account management system. If you get a chance, send him a message telling him how much he's appreciated: ranger@scenespot.org Alright, now that I'm done kissing up, let me fill you in on this issue. For starters, Seven found yet another party to go to, Takeover 2001, and he was kind enough to provide us with yet another in-depth coverage in his latest Party Report. Eric Hamilton (aka Dilvish) submitted a very interesting article on manipulating your sound files with Photoshop. It's not the typical approach to sound editing, but it is one that you will find very interesting. In our regular columns, we have a lot of stuff for you to read this month. Seven has two demos to review this month: "Glon 243" and "Dewitt Jaycees". I also dug through my hard drive to find some tunes that I thought were pretty inspirational. Hopefully, all this excess reading should make up for the missing release of Static Line. On a side note, please realize that you can begin to use the SceneSpot website. There are some rare bugs that we have found, but they shouldn't affect your use of the site too much. If you see any problems, please notify us using our bugzilla tool, or just e-mail one of us. The more people who use it, the quicker we can pinpoint such bugs, and make SceneSpot a better place for everyone. It's also a good place for you to get your tunes recognized, and your latest news. We currently have over 150 members, and we're growing every day. Jump in early, and help be a part of the future of the scene. --Coplan --=--=-- --=--=------=--=------=--=---- Painting Sound By: Eric Hamilton ----=--=------=--=------=--=-- Some people go to great lengths in the search for new sounds. As a teenager I was inspired by tales of Jimi Hendrix constantly looking for new ways to mangle his guitar sounds, and the accounts of electronic bands like New Order piping everything you can concieve through their Moog's filters. One day I was reading an issue of Mix Magazine when I saw an ad for a new type of synthesis program. It was a program that actually allows you to paint sound. I got to thinking, and I figured out that Photoshop has a raw file import feature, and Soundforge has a raw file output feature. I put two and two together and started to experiment. Here's what I figured out about painting sound. The hardest part is in the conversion. There's no way to achieve predictable results unless you can export an audio file, import it into photoshop, export it again, and import it into soundforge without changing the sound. There are actually several ways to accomplish this feat, but I will make it as easy as possible. Start by loading a sound into soundforge. Select File->Save as in the drop-down menu. You'll be presented with the save as dialog box. Change "Save as type" to "Raw File (*.raw, *.*)". Give your file an apropriate name and save it in a directory where you'll be able to find it again easily. I created a sub-directory in my sample creations directory called, "photoshop", but as long as you can find it, anything will do. Next, you'll be presented with a dialog asking how to save the file. Select 8 bit, unsigned, mono, and click "Okay". The next step is to load the file into photoshop. Choose File->Open from Photoshop's drop-down menu, and you'll be presented with the Open dialog box. Browse to the directory where you saved the raw audio file, and make sure the "Files of type" select box is set to "All Formats" or "Raw (*.RAW)". Select the file, and click "Open". Photoshop will pull up the "Raw Options" dialog to collect some information about your file's dimensions, channels, and header info. Normally, it will make a guess at the dimensions automatically. The dimensions that photoshop guesses at have always worked well for me, but once in a while the math doesn't pan out. If this is the case, photoshop will present you with blanks. Rather than trying to work out the math (which will force you to cut out part of the sound), you'll want to insert silence in soundforge to create a good starting point for photoshop. You may have to experiment a bit to get this right, but here's a tip: It's easier for me to work backwards. When photoshop gets stumped, create a new file (greyscale), and take a guess at how big it will need to be to handle your sound. 500x500 in greyscale is aproximately 5 1/2 seconds of audio. Save the file, import it into soundforge, zoom out so you can see the entire file, press the End key, and check the duration. If it's not long enough, try creating a larger file. If it's too long, that's fine. It'll work. Insert silence into your sound file until both files are the same size, re-save the raw audio file, and import into photoshop. Make sure it's set to 8 bits and no header. Click "Okay", and you should see an interesting greyscale image with some cool patterns. The top of the image will likely contain some blacks and whites, with a gradual fade as the image gets more and more grey towards the bottom. Saving the file from photoshop isn't such a hastle. It already knows what it needs to encode the raw file. I use the save-as dialog and choose a new name for the modified file so that you don't have to do the conversion all over again if you don't like the results. Once it's saved, load the file back into sound forge and compare with the original. Use the same settings for your soundforge file open dialog (it'll bring up the "Raw Options" again), and you should be set. If both files sound the same, you're on the right track. Now let's take a look at what you can do to a sound in photoshop now that you know how to load and save. The sound maps to the image in the following ways (from what I've been able to discern): Each greyscale pixel represents one sample. If the sample is dark, it will be low in amplitude. If it is bright, the amplitude will be high. Thus, the contrast of the image represents the over-all amplitude of the sound. Another interesting note is that Photoshop does not interpret negative amplitude as a negative color value. Instead, everything is positive, making grey the zero point in terms of audio. 128, 128, 128, to be exact in the RGB Value. The sound is mapped to the image in order from beginning to the end left-to-right and top-to-bottom. The beginning of the sound generally has the attack characteristics, and thus the most contrast in photoshop (for percusive or plucked sounds). Here you may find you can do things with your sound's attack and decay properties that you never thought possible. For example, you can create a new channel and apply gradients running from top to bottom that will change the dynamics over time. You can twist and bend sounds in photoshop in ways unlike any other sound editor on the planet. To apply a gradient that will alter the sound's attack, open the channels palette, create a new channel, and name it "Selection mask". Then Set your foreground color to white, and your background color to black, apply a gradient from top to bottom, and re-select the original channel. Click Select->Load Selection, and choose "Selection Mask" from the drop-down menu. Click "Okay". Make sure your background color is set to 128, 128, 128, and hit delete. And you thought ADSR envelopes were powerful. The dimensions of the image have a large impact on the way that the audio will sound. Genarally a combination of height and width determines the length of the sound (naturally, since more sample data means a longer duration). Something you might not guess right away though is that altering the width of the image *can* modify the fundamental frequency. The precise mapping for this is actually variable, though, depending upon the pattern of light and dark sounds in the image. I suggest you experiment, and use soundforge or another audio tool to tune the resulting sounds. Simply applying a filter can change the fundamental percieved frequency of your sound drastically. My main point here is that just as in real life, size matters when you're painting sounds. Altering your images dimensions will also alter the formants, the same way that playing a picolo produces different frequencies than playing a bassoon. There is a lot to be said for experimentation, but I must warn the beginner, photoshop is a powerful program that is not designed specifically to make audio files sound good. It does have a lot of features that have some very cool and interesting effects on your sound files, but be warned, it is very easy to create noise in photoshop that will not sound pleasant at all. For example, in many photographs and images, there is a high degree of contrast, and many pixels placed close to each other that are not similar in value. I'll call this texture from now on. In audio, there is generally much less texture. Texture's number one enemy in photoshop (and your number one friend in fighting it) is the gaussian blur located in the Filter->blur menu. Another way to fight texture is to reduce the contrast of the image, but this method is less effective in that it reduces texture by reducing the amplitude of your sound, which is not necesarily the result you're after. The gaussian blur does have some side-effects you may not be prepared for, though. In addition to smoothing out the rough edges and removing distortion, it will also alter the formant frequencies of your sound. This can be good or bad, and can be fixed or enhanced in soundforge to some extent with the graphic EQ feature - if you're good at identifying which frequency to boost or cut (something I'd start practicing right now if you're not). For the most part, sounds you import will have blacks and whites up top, with a smooth fade to grey as it goes down. Images you might load will probably look quite different. This basic sound shape is a result of how sound works in nature: attack, sustain, and decay. That's why most synthesizers come with envelopes that let you edit Attack, Decay, Sustain, and Release values (ADSR Envelopes). It's a good rule of thumb that unless you're planning to create a looping wave and apply ADSR envelopes in you sampler or soundforge, you should try to mimic the behavior in photoshop. Without altering the general shape of your sound, there are many things you can do that will wildly change or enhance the frequency spectrum. One of the most dramatic examples is the color curve feature in photoshop (Image->Adjust->Curves). Also try Image->Adjust->Auto Levels to try to maintain a good center and maximize your signal. Each time you run the auto-levels command, you may need to re-adjust the center manually using the brightness/contrast dialog. To do this, I like to zoom in on the lower right corner of the image, use the dropper tool to select the last pixel, and then double click the forground color on the toolbar to view the color settings. If the RGB values are anything but 128, go into the brightness/contrast dialog and add or subtract to compensate. You may also want to adjust the contrast to slightly reduce the amplitude and avoid clipping effects. Some effects that have produced cool sounds are the Filter->Distort->Twirl effect, Filter->Render->Clouds or Filter->Render->Difference Clouds. You can achieve a strange blocky sound by running any plugin that has the effect of reducing the number of distinct colors in the image (such as Cutout, Stained Glass, or Crystallize). Another thing you might want to try is the photoshop twist on sound morphing. To begin, choose two sounds that are roughly the same frequency. Load them both into Soundforge and add silence into the shorter sound until the two sounds share identical length. From there, import them into Photoshop with identical parameters. There are multiple ways you can morph the sounds. My favorite is to copy the shorter sound into a new layer on the larger sound.. position the smaller image so that it comes in where you want it to. Adjust the new layer's opacity to let some of the other sound mix into it. Now set up a selection on the smaller sound, and set the selection feather value (in the Selection menu) to something like 30 or 50 pixels, reverse the selection, and hit delete. This should create a fade effect around the edges of the smaller file which will work great to morph smoothly between the sounds. On an ending note, 8 bits is not the limit of your sound painting abilities in photoshop. Experiment, have fun. And the next time somebody tries to tell you that electronic music isn't art, you've got a good way to prove them wrong. -- Eric Hamilton (aka: Dilvish) http://www.mp3.com/erichamilton --=--=-- --=--=------=--=------=--=---- Party Report Takeover 2001 By: Seven ----=--=------=--=------=--=-- -=- Friday, 22 july -=- 21:42 I'm sitting here in one of the four scene-rooms at Takeover, listening to Nectarine Sceneradio! There's a fast Internet connection, and the rest of the network works like a charm. (Hmm, just realized it's better to take advantage of the Dutch 128 kbps server rather than the Norvegian one, now that I'm in the Netherlands :)) The rest of Green is having exams (Hi DJefke), or watching over poor students doing exams, or just having no time :/ It's just Eggbird and I now, and since Eggbird already lives in the Netherlands, I had to drive on my own from Belgium to Eindhoven. This means I'll need to sleep a bit more than usual, because sleeping and driving back home at the same time might be not a good idea. It wasn't difficult finding the University of Eindhoven. In fact, it was harder to find the building on the campus in which the final Takeover took place. Inside, I searched for familiar faces, and ran into Avalanche after a few minutes. I hadn't reserved a place in one of the 4 demoscene-rooms, but each one had a list on the door with the names of the groups who where supposed to sit there, and the list on Avalance's room ended with "klein grut", meaning small fry. So I guessed it was OK to install my stuff there. Going to my car I saw Skyrunner coming in, and he settled down in the same room. And just as I start typing this report, Infinite Reboot/Fuel have arrived here as well. Eggbird apparently hasn't arrived yet. At the entrance, we were given the usual wristband, voting key, a mousemat and (this is new) a 46-page paper mag! All the compo rules are in there, the network info, the surprise compo rules, the schedule and the deadlines, plus articles from each of the organizers. It's both useful and funny to read. After installing our hardware, we go to the info desk for an IP address. On the way back we peek in the compo hall, where some orgos are playing Final Fantasy on the bigscreen (tsk, tsk, bad orgos). Let me give you a description of the partyplace: the main hall is a large, square room, with a balcony on three walls. you can reach the balcony via four different stairways, and via the balcony you can access the four smaller scene-only halls and the rest of the second floor. With all the stairs and balconies, it look a bit like a Quake level :) The compo hall (official name: the Blue Room) is next to the main hall, and it's perfectly suited for demo compos: a 6X4 meter bigscreen, theater-like arrangement of the chairs, special accoustic panels on the walls and ceilings... 23:49: Avalance and I have been talking with XXX/Haujobb, Xo40 and other german sceners, about Haujobb, Aardbei and Farbrausch, speculating which groups would enter the demoscompos. We watch a demo they made for MS2k1, and Pandur/Black Maiden is kind enough to explain me how that satelite-like effect in Wonder/Sunflower is done. Then it's time to visit the blue room, where the classics demo show is about to start. -=- Saturday, 22 July -=- 1:16: The classics demo show has ended, and it was very nice. Instead of showing the "typical" classics like Second Reality or Crystal Dreams, they choose demos that deserve to be known better, such as Catchup/Grif, Teddybears Revenge/(?), Three Little Goats/Moppi productions etc. Compared to today's demos, these classics lasted much longer, some over 10 minutes, and the effects changed more quickly. If only someone would make a modern demo with those characteristics ... :/ A siren sounded a moment ago, and at first we thought the hackme box had been broken really quickly. But it turned out to be just a test. The hackme is a Linux machine in the main hall with a flashlight and a siren attached to it. The object of the hackme compo is to log in as guest, and gain enough privileges to run a program that starts the siren and flashlight, so everyone will know when the compo has a winner. I wonder what would happen if a fire breaks out. We'll probably all shrug at the fire alarm, thinking it's the hackme siren. 1:58: Avoozl is making a flash demo, but he doesn't have a computer with him so he has to use a loaned laptop, and he needs to check if his production works on my PC. It works nicely, and I'm surprized that you can do such advanced 3D in flash, I thought it was limited to flatshaded stuff. 4:33: Just returned from watching the movie Traffic. The room is almost completely empty, except for a few people sleeping under the tables. I read the (secret avalanche message inbetween...don't tell :) Grr. Don't you just hate it if you go away for a second and random people start to add comments to your report, and then even dare to criticize the mag you're writing it for? Back in your sandbox, Avalanche, and be quiet! I was reading the paper mag, more specifically the surprise coding compo rules. You have to make a simple program that print a string, but it behaves different when you start it in a windows-dosbox than when you start it in pure DOS-mode. Hmm, I think I'll try to make something. 7:17: The Takeover website has this very useful feature: in the top left corner, it says which event is coming up next, or is currently happening. The only disadvantage is that you have to press refresh often to stay up-to-date, and that the website and real life aren't always synced correctly: you hurry to the blue room and the event has not yet started. When I see "Playing now: movie Dungeons & Dragons", I decide to go watch it. The two orgos in the blue room aren't happy to see me, cause I'm the only spectator, and they were going to watch Hackers :) I said that's alright for me, but 5 minutes later more people come in and so it's D&D after all. The special effects are OK, but the story and characters are as thin as a sheet of airmail paper. After D&D, the orgos at the compo machine decide to show some demos: Vip2/Popsy team and Nowhere/3state, with the music turned *loud* ... thanks, guys! The next move is Titan AE, which I've seen already, so I decide to take a nap. I illegally unroll my sleeping bag under a table between the chairs, because due to fire regulations you can only sleep in the sleeping hall, which is several minutes walking away from the party place. The catch is that that hall is only available between 0 and 8 AM, which would leave me with only half an hour sleep :/ 9:24: Awake again (more or less), just in time to eat some breakfast and then go see the next demo show: the Takeover collection. 11:14: Demos and intros that were released ot a previous Takeover were shown: Stasis/Analogue, 303/Acme, Clone Meets Clone/Fudge, Flow/Digital Nerds, Vip2/Popsy Team ... Nice, nice, especially to hear the ones with GUS-only sound. One of the sponsors, CMG, has brought a cool toy with them: a 2-meter long scale model of a zeppelin, that can actually fly remote-controlled. They are flying it all over the main hall, and the build-in camera in the gondola is sending a live video stream to the network. Now we can see a bird-eye view of the main hall without having to get up and walk 10 meters :) 12:00: The party has been going for 19 hours, but only now the opening cermony is scheduled. It's delayed first, and starts quite chaotically: Da P walks by asking the audience if they have seen a technician, then returns asking for the english translation of "landbouwagregaat" - agricultural agregate - and a tad later says "[Remind] me to buttfuck Jal after the ceremony". Nobody knows what poor Jal has done wrong. After announcing the availability of party T-shirts and requesting that mobile phones are switched off, Da P starts a short animation, and then gives his 10 rules to make a great party (such as not announcing you party via conventional media, but via friends on IRC etc). 14:57: The animation compo had a lot of joke/low-quality entries (such as the two by Avalance, under the rECTUM cAUDA label of course :) ), but also a few high-quality ones. Superstition made a very professional entry, First Day, featuring devils and robots. And there was a funny cartoon-style animation (The Alien Menace/Clan RotA) about a stupid alien whose UFO gets a bluescreen and crashes on earth. Unfortunately the story wasn't finished. The house music compo is half an hour delayed. I don't think I'll go listen, I'm too busy working on my surprise coding entry. 19:04: Oops! I missed the 4K compo (Seven beats himself on the head). That's what happens if you don't pay attention to the schedule :( I did go watch the handdrawn & raytraced image compos, though. Again there was a lot of difference in quality, only a few pictures really stood out so it's quite predictable who will be the winners (Magicboy for raytrace and a pic called Stunning Scener for handdrawn). I also skipped the tracked music compo, deliberately, cause the deadline of the surprise compos is 12 o'clock and I still need to write a compressor to get rid of the fat PE-header that is included in every windows exe. And Eggbird has finally arrived, but he's sitting in an different scene-room. 21:37: After hitting a problem when trying to execute an exe file from a com file, I dived in my saved comp.sys.ibm.pc.demos message directory, only to find a post from Ryg/Farbrausch claiming that doing that was easy. Since Farbrausch was at Takeover too, I searched the party place for people wearing MS2K1 organizer shirts, and yes, Ryg was there too and could help me out. Thanks Ryg! Since I thought the hardest part of the entry was done now, I went to watch the live concert of Vic's band. 22:57: The performance was good, but the audience was rather passive. Of course, it's easier to make a bunch of chickens dans than to get a bunch of computer freaks do the same. They played the soundtracks of Melrose Space and Nowhere (both from 3state) and new songs, and the audience, though passive, gave them a hearty applause. Too bad I had to leave before the encores, because of the surprise deadline :/ -=- Sunday, 23 July -=- 0:03: There are moments when I wonder why I ever learned assembler. I thought I was finished, but it turns out that the way I transfer the arguments from my com-file to the exe-file works only in windows and not in DOS, so I have to figure out a new way to do that. Luckily the paper mag states: "Competitors are allowed to submit entries after the deadlines, but the organizers cannot guarantee that these entries will be included in the competitions". I went to ask the orgos, and they said they didn't have many entries for the surprise compos yet, so they would accept anything until a reasonable time before the compo. Phew! Relieved, I decided to relax and go watch the browser demo compo. 0:47: There are several sceners that have formed web-design companies, so there are some very good flash-demos between the usual joke entries. My favourite is Phat Frenzy by Active Interactive, who also designed the Takeover website, and the Omega Interactive demo is also impressive. There's also an extra animation played that somehow was left out of the animation compo: No More by June, focussing on the death of the Bizarre and Takeover demoparties. The rest of the compos will follow during the day, giving people time to sleep without missing too much. 1:31: Surprise! Corona/Green has decided to visit Takeover too, together with a friend who was curious about the current state of the demoscene. They arrived around 5 PM yesterday, so they can still watch the majority of the compos. There is now a DJ performance going on in a smaller room, but the music plays so loud I would have a headache within 10 seconds. Besides, I'm still working at my entry that sometimes decides not to work for no appearent reason. I've the feeling I've made every single error I could make, but I'm probably too optimistic 2:55: It's request night, meaning you can request things to be shown on the bigscreen. I think it was Avalance who said that if you just yell a demo's name long and loud enough, the orgos will play it :) Skyrunner has finished his tune for the surprise music compo (a chiptune remix of "An der schonen blauen Donau"), and is sleeping under the table after having asked to wake him in time for the next compo, or when I go sleeping. 5:00: Finally, finally I've finished it! Only 479 bytes, not bad considering that the windows header alone is typically 512 bytes <*insane laughter* Sorry, I'm tired>. Now all I need to do is to submit it. 6:47: Can you believe it ?!? We're at a major demoparty, and there's no-one that I know who is a) awake and b) has any diskettes with him! The organizers suggest that I submit it by mail, but I'm not in a state to figure out how to change the mailserver in Outlook (hey, don't laugh). Luckily the surprise compos have been delayed too, as several other events, due to the performance of Vic that had started later than expected. 7:00: Let's forget about nature-friendliness and being economical, I've just burned my entry to a CD. That's 649,9995 MBs wasted. I mean, my first harddisk was only 3% of that, talk about progress :) I wake up Skyrunner as he requested, and now I need to sleep... sleep ... zzz ... 9:30: Awake again, in time for the 64K intro compo. Although, awake may be an overstatement, because I wanted to shave, and rejected two toilet rooms that did have mirrors but no power outlets before I remembered that I've an electric razor with build-in batteries. Yawn. The 64K compo had 5 entries, most were quite good. The best one IMHO was Shroom/Bypass, a .The .Product wannabe: pure 3D, very detailed textures, lots of scenes, but the music wasn't my taste. Also nice was Helix, another 3D intro, but it was rather short, especially because it took ages to generate its textures and music. The surprise graphics were also nice, some pictures could have easily have gotten a good place in the normal graphics compos. The surprise music compo was rather bad, there was one entry (suitably called BURP) that used belching as samples, another was just people singing "lalala" on the "An der schonen blauen donau". Skyrunners "Extreme Donauing" was about the only entry with a shred of melody in it, but I think the audience will vote for one of the "funnier" entries :/ 10:36: Something really great at Takeover is that after a compo, all the entries are immediately available on the website. So I can now peek at the other surprise coding entries :) After a quick check, it seems that half of the entries doesn't work as required: there's 1K big graphic scroller that's been made for fun, a bat-file that doesn't work,... the ones that do work are 2 to 3 KB large, except for the entry by Skal/Bomb and Hulud/Digital Murder, which is 534 bytes. Wohow, I've beaten Skal and Hulud . 11:59: Yep, the democompo is over. I had been wondering if there would be another clear winner such as VIP2 last year, and was there one? You bet! Cocoon, the french demogroup that made Shad and Shad2, has made something completely different this time: Glon243 (See the complete review in a quality E-zine near you :)) The rest of the 9 demos was of high quality, compared with the level of the other TO2K1 compos. Science made two demos, one good and one so-so, and Farbrausch did the same, although the music was twice horrible (imho). Also Aspirine made Destroy The Unappropriate Enemies, an original demo with a theme, in software rendering. So Infinite Reboot, Corona and I are not the only Belgian sceners here. 13:00: While I'm voting and downloading the entries from the website, Skyrunner tells me that there are rumors that Farbrausch hacked the voting system. Again (see Ambience 2K and 2K1). They are nice guys, can make good demos and intros, and organize the best party that I know (Mekka/Symposium), but for some reason I cannot fathom, they think it's OK to "help" the orgos find security bugs by messing up the voting system :( Skyrunner says they suffer a bit from a "misguided attitude". Couldn't agree more on that, may they quickly return to the righteous path and stuff. 15:13: The last demo show has passed, this time of famous Dutch demos. Just before that, a TV-crew from the university wanted to film a demo, so the orgos showed "just a possible winner", in other words the Cocoon demo :) I left when they went to the more recent Dutch productions, which I had seen already, to try to catch a little more sleep. Skyrunner woke me up in time for the prize ceremony, and then the orgos announced that the ceremony was half an hour delayed :/ (yawn). Finally we could enter the blue room, but we had to wait a little more. Da P promissed a T-shirt to the first person who could make a call to his mobile phone, mainly because he had lost it and hoped to find it back by the ringing sound. Meanwhile XXX/Haujobb was showing of his new Dutch skills. Remember that the Dutch organisers don't speak English that fluently, so sometimes they continued an explanation in Dutch. This was much to the dismay of all the foreign visitors, and the Germans always started to shout at such occasions. Someone with a wicked sense of humour had learned XXX to say "Goddamn I do not understand you!" in Dutch, plus sentences as "Bicycle thief!" or "I am an elephant! Do you want to see my trunk?" Of course XXX shouted those enthusiastically at all the wrong times :) At the start of the prize ceremony, a Takeover ending animation by Superstition was shown, I really liked it so I hope they'll make it available somewhere. Since there wasn't much time left before the halls had to be closed, the orgos just announced the top 3 winners for each compo, gave them an enveloppe with the prize money plus a T-shirt (a special edition featuring the Takeover mascotte bear on the front, and in big black letters "WINNER" on the back). No "do you have anything to say?", and no rewatching of the entries, except for the first places in the demo, 64K intro and a few other compos. I didn't win the surprize coding compo, because that 137-byte small bat file *did* work (under win2K, as was required by the rules. I have win98). It used a network utility to send a message to itself when in windows, which is showed in a window, and it simply echoes the message to the screen in DOS. Very clever, I've to admit. But since the winner only got a DVD, and not even one of those limited-edition T-shirts, I didn't really mind :) Skyrunner won the second place in the house compo, and Avalance managed not to win anything despite having submitted 6 entries in various compos (prefering fun over quality) Keep going Avalanche! For most of the compos the results were predictable, although I have no idea how the bad Science demo placed second, higher than the better one which placed third. The audience voted weird on that one. Da P also called Farbrausch on the podium, reprimanded them for adding 1200 votes to the graphics compo (which was very noticable cause the highest pic had only 70 votes), then thanked them for helping to fix it back and they all got a T-shirt (50% of the audience applauded, 50% shouted boo). Also the winner of the hackme contest was announced, plus some hackers that noticed a vulnerability on the fileserver, fixed it and warned the orgos. Da P: "See Farbrausch, that's what you should do instead of exploiting it!" Da P then said thank you to the sponsors for the partyplace, the network, money etc, he thanked a group for having ordered 11 pizzas, which were confiscated by the orgos (remember: you were not allowed to bring food inside the party hall), and he also thanked the audience for leeching so much that the traffic had quadrupled compared to the previous year, and thus the orgos had won a bet with their ISP: if the server of the ISP could manage the traffic generated by Takeover, the orgos would treat the ISP team to a dinner, and if the ISP server would crash under the load, the ISP team would treat the orgos to a dinner. And it did crash. After that we started to pack our hardware and said goodbye to each other. Since a lot of parties in the vincinity are dead (Inscene, LTP, Bizarre), we couldn't really say "see you at this or that party", but I'm sure we'll all meet again somewhere. Traveling back, I had to stop at a parking place at the highway to sleep some more, cause I couldn't really concentrate and I didn't want to take any risks. I mean, you don't want to have an accident if you have your computer in the back of your car, do you? I still got home at a reasonable hour, which is nice if you've got to work the next day. So, what were the good and bad points of Takeover 2001? The only bad point was the low average quality of the entries in most compos. Too much productions were made only for fun, with no attemp for quality. I had hoped that, for the last Takeover, people would have done some extra effort. On the good side, the organizing was excellent. The crew kept you up to date with everything that happened, explained why events were delayed, and were always very friendly and relaxed. There were some stupid rules (don't bring your own food, only sleep from 0 to 8 in the sleeping hall) but these were not actually enforced: you could sleep pretty much anywhere, even the orgos slept in the hallways, and if you could get your food past the entrance, you could eat it without being bothered. I didn't see any security guy wake people up or check in the scene rooms for smuggled food (unlike at Ambience for example). Also the bigscreen was used very well, showing movies and 3 extra demoshows. Thanks a lot, organizers! Personally I'm glad to have met old and new friends, and to have finally taken part at a compo again (it's been over a year, lazy me). It's sad that this was the last Takeover, but as Da P said some organizers will help some new, smaller parties like Scene Feestje to fill the void. I'm looking forward to it already. --Seven --=--=-- --=--=------=--=------=--=---- In Tune Some Inspirational Music By: Coplan ----=--=------=--=------=--=-- -=- Introduction -=- I was wandering through my massive track collection today, and I found some tunes that I have been rather inspired by. Each has a unique reason for being so inspirational. These tunes aren't necessarily the greatest tunes of all time, nor are they the most popular. It's unfortunate that I don't really have information for finding each of them, but they should be easy enough to find. Almost everything here can be found on Hornet Archive (http://www.hornet.com), Trax In Space (http://www.traxinspace.com) or Scene.org. -=- "Energia" by Necros -=- If you listen to any of Necros' more current tunes, he has a very unique style. I believe he fit himself into that groove after many years of experimentation. But if you were to listen to "Energia", you wouldn't really know it's a Necros tune. I'd have to say this was an experiment, but one that turned out pretty well. The tunes depends very heavily on percussion. Unlike many other songs, the percussion helps to actually form this song. With exception to the drum loop that starts a good way through the song, there is a lot of synthesized percussion that is used almost melodically throughout the song. "Energia" is definately worth a download if you need to get some ideas, or some good samples for your highly percussive tunes. -=- "2deep2" by Lord Pegasus -=- "2deep2" is a mellow club style tune that has been one of my favorites for a long time. The entire song is based around a very simple riff that is played throughout the song and modified to help set the mood. The main function of that riff changes throughout as LP changes the riff ever so slightly every once in a while. In some cases, he funks up the riff a bit by throwing in some pauses. Other times, he drags the riff out a little more with the pauses. And he still comes back every once in a while and plays the riff as smoothly as it is first presented. So what's the big deal about this? If you were to go back and listen to a lot of Bethoven's works, you'll notice a very similar structure to his music. Bethoven is most known for his ability to take a simple riff and play it through different octaves, and with different speeds throughout a given symphony. It sounds like a simple concept, but one that is difficult to do well. And when it is done well, it is very pleasing to the ear. -=- "Charcoal Entropy" by aMusic and "Pocket" by Ari -=- When one is considering inspirational music, one doesn't always consider the chip tunes. Any chip tune is inspirational, in my eyes. Chip is an artform that is very difficult to refine. After all, you are literally working with samples that are nothing but buzzes and blips, and you are turning it into a song. Two of the best chip tuners that I've ever heard are aMusic and Ari. Two songs in particular stand out for me: "Charcoal Entropy" by aMusic and "Pocket" by Ari. "Charcoal Entropy" is a fast paced song, typical of some of the classic chip tunes. One would argue that it isn't a true chip tune, because it is more than 4 channels, but nevermind that fact for now. There are some essential tools that a chip tune must employ to sound good. Pitch slides, vibratos and arpeggio's are among the favorites to use. aMusic's strength is his wonderful talent at bending sounds so that they sound appealing, and interesting. In this tune, he can make a chip sound like a synthesized violin, or another like bells. Ari is very different in form, but not style. The essential tools used for "Pocket" are the same, but this song is far more mellow and relaxing than "Charcoal Entropy". Ari is very good at handling his volumes. If you cut out any of the volume control commands from this song, you'll find that the song is boreing and unimaginative. Even the chord in the back has some very subtle volume work to make it sound like its pulsating. Other instruments will fade in, and pan across the field from left to right and vice-versa and then fade out again. This alone gives this chip tune some depth and texture. Both tunes are very small in size, and worth a download if you can find them. Interestingly enough, both tunes were part of Analogues first chip compo. So, both tunes use the same sample set, and got very different results. Unfortunately, I believe the Analogue website has been taken offline. If anyone knows of an archive containing their music, please let me know. -=- "Not For Kids" by Skaven -=- Now we're going oldskool. Skaven has always experimented with an orchestral sound, and that was quite a feat at the time. Most of his samples were very synthesized, and obviously not true to form of the instruments that they represented. But that didn't stop Skaven from coming up with a warm sound. This tune is still one of my favorites. It has a lot of orchestral inspiration, and some influence from modern rock. "Not For Kids" takes up a nice place on the fence somewhere between the two styles, and is something that might have come out of Andrew Lloyde Webber's closet. What truly makes this tune interesting, especially for the modern trackers, is the fact that Skaven comes from the true oldskool days. While this tune is an S3M, it is a pretty primitive version. The song is only four channels, two panned completely left, and the other two panned completely right. While it seems as though there's a lot going on in this song, it's important to realize that he's jammed all this sound into these four channels, and still made it sound pretty damn good. -=- "Minimum Velocity" by Purple Motion -=- Purple Motion fans might hang me for picking this tune over any other. After all, it is far from one of his best tunes. But there is a very good reason why I picked this tune over any other: Without any limitation from the software, "Minimum Velocity" is written using only two channels. Minimalistic doesn't describe this song. What impresses me most about this tune is the fact that it truly sounds like there is a lot going on. While at times its obvious that there are only two channels, it's still impressive to think how well he handled those channels. It also humors me that I was just complimenting the oldskoolers who could write impressive music in the software limited four channels. Apparently that wasn't enough of a challenge for PM, 'cause he felt the need to write this song. Whatever the reason for its creation, I'm sure the completion of this song gave PM a serious feeling of joy and confidence. He set a goal for himself, and reached it. If you're feeling curious one day, you should try to do a tune in two channels. It's fun to do, and it teaches you the value of simplicity. --Coplan "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! --=--=-- --=--=------=--=------=--=---- The Listener Music by Alkama By: Tryhuk ----=--=------=--=------=--=-- First of all I've got to send huge thanks to psychic symphony, because he pointed me on this. For me, this was unknown talent. Although I'm quite sure now that I noticed his name before, he was hidden behind the fog that floated in front of my eyes and I needed someone to blow it away. The person I am talking is Alkama, a coder and a musician. I can't forget to mention that all of his tracks were done in cooperation and so a part of the acclaim belongs to others who participated. When I downloaded his track called "2L", I was amazed. It opens with a nice xylophone styled sound and a short chord loop of strings. The melody extends and because you haven't heard anything from this guy, you just expect what comes out of it. It can progress to trance or breakbeat or stay in the unstable world of electronica. As the melody progresses, a group of sounds appears that follow a style which can be generally described as monotonik style. It goes on and on and then suddenly breaks in a lovely chord progression. If you don't fall in love with these strings, there is something wrong with you. While this beautiful sound goes on, many secondary sounds come in and out forming a melody, a drumline, everything that needs to be done, not too separated, rather in one complex piece. And it goes on and on and then, there is end. You find yourself holding your breath. Damned that was good. You can find on the homepage a sequel with a weird name "2L#2==2M". Author drops there a note that people like it more than the first part "2L". It starts much more aggressively with its loud synthetic sound which in contrast to its intensity floats very softly. It is accompanied by deep bass and later by various electronic sounds that start to form a wild drumline. A melody comes in, you hardly notice when if you don't pay attention. Whole thing is like a part of demo, like a 3d object with particles spinning and floating around. As the time goes on, a break appears and color of the track changes and turns out to even wilder storm of sound particles joined with the previous part of track by a repeated melody. It grows wilder and wilder like a whirl. Like the first track, the second disappears that you don't know how, it just went away. Alkama has on his homepage (alkama.planet-d.net) also other tracks in a wide range of styles, like a "Coop" of UmaLluviaMdShodanRadixAlkama, an interesting "Yellow Boy" which is a remix of "Immature" by Bjork, or Halcyonish beat "Planette Lune". But I can't help myself, those two tracks that I mentioned today impressed me most and I'm really happy that I could feature them here and share them with you. And now go go and get them. Song Information: Title: 2L (deux ailes) Author: Alkama Release date: 1999 Length: 4m00s Filename: 2l.mp3 File Size: 3840kb Source: http://alkama.planet-d.net/secret/2L.mp3 Song Information: Title: 2L#2==2M Author: Alkama Release date: 2000 Length: 4m33s Filename: 2m.mp3 File Size: 3840kb Source: http://alkama.planet-d.net/secret/2M.mp3 --Tryhuk --=--=-- --=--=------=--=------=--=---- Screen Lit Vertigo "Glon 243" by Cocoon and "Dewitt Jaycees" by Unique By: Seven ----=--=------=--=------=--=-- A fixed version can be found at: http://cocoon.planet-d.net/ts/glon243v12.zip And a full final version can be found at: http://cocoon.planet-d.net/ts/Glon243.zip 1st place at the Takeover 2001 democompo. System Requirements: 11 MB HD, Win9x or Win2K, DirectX 8 Test Machine: PIII 900 192MB, SB1024, GeForce 2MX 32MB, Win98 The Credits: code: Guille, ATC gfx: Azo, Nytrik, Tenshu music: Syl East The Demo: Cocoons demos have always had a very recognisable style: dark feelings, destroyed and faded text fragments, blood on the walls, flying eyeballs above lakes of lava and other 3D scenes straight from a nightmare. Enter Glon 243, their new demo "with no more blood, and _nearly_ no violence", featuring cute animals, bright colors and a jazzy soundtrack with singing birds. Seems like Cocoon has really made a turn of 180 degrees. From the very start, the key ingredients of this demo are clear: funny 3D models that are professionally animated, and a perfectly synchronized soundtrack. A talking pig announces the demo, and the way his eyebrows and his mouth moves is just sooo good... The whole audience at Takeover knew at this point already that this was a likely winner. The talking is in English, but the French accent is quite noticable. Next the 4 letters G, L, O, N appear, balancing on a board and nearly pushing each other from it. Again the sounds and the movements are perfectly synced, no minor feat since the music is in MP3 format (it's not available seperately, but you can notice the name glonmix.mp3 in the data file). There's a simple background effect of slowly moving/morphing circles. I don't want to spoil the demo for those who haven't watched it yet, so I have to be a bit vague. The next 4 parts all follow the same line: first there is a tunnel effect with streaming particles and some cute animal (penguin, rabbit,...) flying around, some text is displayed and then read aloud by the voice. The text is an order, in the style of the biblical 10 commandments but weirder. For example: You will not resign yourself to the force of habit, or: You will not overestimate your intelligence. Then the best part of the demo follows: a short animation of a little purple owl, who disregards the order, much to his own misfortune. After each of these stories, everyone in the partyroom was applauding louder and louder. The characters are just lovable, the animation really shows their feelings, and the multiple-layered background and the soundscape add depth to the story. There's no voice in these parts, simply cause there's no voice necessary here. Really very well done. The credits and the greeting are shown latest, while groups of the animals are dancing in a rain of falling stars. At the end, a handdrawn head of a chicken is shown, again of a very high quality. Overall: This is simply a must-see. It has without doubt the best animated 3D models I've ever seen in a demo, plus some very funny stories with great soundeffects. Of course, after watching it once most of the surprise is gone, and there aren't many "normal" demoeffects in it, but that's no excuse not to watch it. Go get it, now! -=- Dewitt Jaycees by Unique (party-version) -=- Found at www.scene.org 1st place at the Escape2001 PC democompo. System Requirements: 5.6 MB HD, PIII or K7 CPU, DirectX8, GeForce 3D card. Test Machine: PIII 900 192MB, SB live, GeForce 2MX 32MB, Win98. The Credits: Code: Absurd Models & Design: Raymon Gfx: Dodge, Lum, Piriste Music: Smirk, Duplo The Demo: Unique's latest production goes by the rather strange name Dewitt Jaycees. The demo itself is also a bit weird, it uses a subtle mixture of different styles but feels coherent as a whole. It starts with a vague red/yellow background of a screaming face and nerve textures, which begins to distort after a while. On top of this, various white images are blended, such as cogwheels, a face, unreadable text and a nice Unique logo. Till the end of the demo, the top and bottom of the screen are masked with a border reminding me of spaceships or printed circuits, and a couple of black vertical design lines run over the whole screen. The music starts very ambient with some woodwind instrument and a low-sounding piano. The slow melody they play is kept through the whole demo. When the percussion kicks in, an impressive underwater cave is shown with some meaningless scrolling numbers . The cave morphes very slightly, and the double texturing does a good job at emulating scattered light on the walls. The rest of the demo shows mostly transparant morphing objects using textures to fake a wireframe-look. Sometimes the screen gets too white, especially when flares are added. The backgrounds show lines, circles and texts, but mixed with textures in one tint, making it more colorful than those 100% flatshaded design demos. There's a flock of nearly-transparent cubes that look good, and a weird blob that is mostly made from holes in it (weird, as I said). At the end, an Unique logo is shown as a 3D painting. This part has a bit of Shad-style feeling. There's little syncing to the music, new parts come up when musical subthemes start or end but most objects move slowly, independent from the short funky melodies that the foreground instruments play. Here I think that's OK, because it adds to the relaxing atmosphere. Overall: Dewitt Jaycees is an rather abstract demo with an ambient feeling. It doesn't have revolutionary code, but the design is solid, with colors that fit well together, and nice, relaxing music. I would have liked some other transitions between effects than simple fades, and there are some minor errors such as the music that starts to play again at the end, then is cut off, or the mousecursor that isn't hidden in fullscreen mode. But those are just glitches. So, if you like ambient demos, make sure you get this one. --Seven --=--=-- --=--=------=--=------=--=---- Editorial Experimentation and Inspiration By: Coplan ----=--=------=--=------=--=-- Many people forget how to get inspiration after they've been tracking a while. It happens to the best of us, especially after we've had a long period of time where we've been very musically productive. It just happens one day: We forget why we were so productive, and how we got our inspiration. Inpsiration comes from many places. It can come from the feelig you get when something good happens to you. It comes from the bad times as well. It can even come from experimentation, and that's the one thing that you can control. A friend of mine used to call it "forced inspiration", which is a pretty fitting term. One rule that I have followed ever since I started writing music is to try and write something new every day. Sometimes, I'll start from scratch without an idea in my head. Other times, I'll play around with a riff that I heard from the radio, or one of my CDs. There are some trackers that start with just one sample, and write out the lead, and fit everything else around it. The key to this forced inspiration is that you cannot expect everything to turn out wonderfully. I'd say about 10% of anything you write with forced inspiration will actually come out sounding good. The rest will range anywhere from uninspired crap to chaotic tunage. But that's okay, because you're prepared for that. There is a certain friend of mine who has been messing with synthesis for a very long time. And he started sampling his synthesizer for his music. It is unfortunate that he hasn't really gotten inspiration from the incredible samples that he creates, but it has done wonders for me. One day, though, he'll write something glorious, and he can thank his efforts of sample creation. Samples are very important to the tracked tune, as you all know. But what a lot of people don't realize is that you have to keep a large library and constantly look for new samples if one expects to get inspired. The best method I've seen so far, as I mentioned briefly above, is to literally find a lead sample that you like and write a little tune. Then, build everything else behind that with familiar instruments that you can grab from your well organized library. Now when I say a lead instrument, keep in mind that you are experimenting, and you can use whatever you wish. You can use some sort of percussive instrument as a lead, you can use some tourtured cat sounds if you really wish. Some of the best tunes use samples that you'd never think of using in your own tunes, and I would bet that in any case, that was accidental. I have one tune on my hard drive that actually has "autoexec.bat" and "config.sys" loaded (and heavily cropped) as chips for a chip tune. If you really want to have some fun, read Eric Hamilton's article about painting samples. That alone will provide you with some interesting inspirations. The least you could do is try something. Don't get frustrated if it doesn't work out. You might find a riff somewhere in your latest work that you might actually like, and you can implement that somewhere else. And then you might end up with a finished peice one day. What's the worst that can happen? --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 <*> Danish Scene..............................http://demo-scene.dk 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.au.scene.org Scene.org Netherlands...................ftp://ftp.nl.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 Bypass.................................http://bypass.scene.org Calodox.................................http://www.calodox.org Cocoon..............................http://cocoon.planet-d.net Confine.................................http://www.confine.org Damage...................................http://come.to/damage Delirium..............................http://delirium.scene.pl 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 Spinning Kids......................http://www.spinningkids.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.de 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 pHluid..................................http://phluid.acid.org 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://tokyodawn.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 Underground Mine.............http://www.spinningkids.org/umine 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 Writers: Coplan / D. Travis North / coplan@scenespot.org Dilvish / Eric Hamilton / dilvie@yahoo.com 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---=------=--=------=--=--