Catastrophe V3

 

Relative Engine 1.0, a stone in my own development and a good piece of really cool tehnology. Many people think just CatastropheV3 while RE1.0 could do more than it was shown. The development began in autumn 2004 with the Relative Editor and Relative Engine Model 1.1 support (some initial pictures can be seen in the Romanian PDF Spec). The actual CatastropheV3 code was added starting with january 2005 and with the burrowing of Croteam's Technology Test demo. You may think I was stealing but actually I was trying to see if I could make my engine similar to the Serious Engine and by the looks of it seems I accomplished that.

 

Catastrophe V3 was a little bit rushed to be ready for a presentation I had to make to pass an exam. While my felow coleagues presented their genuine web sites and Delphy programs I was presenting CatastropheV3, and wanted to start with presenting the details of the engine as I was amazed by the fact that the professor just passed to the next student, he didn't really understood what was going on there and admited she is not actually playing games while I replied that I do and I did something about it. While I didn't had the time to polish it (I was having the baccalaureate, finishing 12th grade and trying to get to college) I was already thinking RE2.0 and started to develop it in the middle of the exams.

 

CatastropheV3 uses OpenGL for rendering and OpenAL for sound.While developing it, I used MSVC++ 6.0, 3DS Max, Serious Editor and... Relative Editor :D.

 

Well, at least I got an interview in a magazine (actually 2, but it was mostly the same text), it's romanian only, and it can be read from the pic below.

 

Below you can find some pics from it, the download, the FAQ and the romanian documentation for RE1.0 (has some other pics as well, CatastropheV1,V2,Final Dream, Relative Editor explained).

 

Catastrophev3 Pics

-Click to enlarge-

 

 

 

 

 

July 2005

MyComputer interview-Click to enlarge/read

 

Download

Disclaimer: This software was tested for viruses,trojans,adware. It is distributed freely and AS IS with no WARANTY and I`m not responsible for anything that happens to your computer while running it. It is forbidden to modify,redistribute a modifyed version,or use it in commercial purposes.

 

  • {29 May}Catstrophev3.exe [16.7 MB] Self-Extractable archive along with the Relative Editor 1.0

 

Downloads section->letter C -> Catastrophe V2

 

 

Specs

Engine specifications can be downloaded here->(Romanian language only)
->Relative Engine 1.0.pdf

FAQ

1)The games look familiar, I think I saw that scene somwhere else ?

 

Yes,that`s right , 80% of the models and textures are from "Serious Sam"(Technology test from "Serious Sam : The Second Encounter") but I did this only to analyse the power of the engine while I was developing the project and to see if I could create o clone of it with similar quality. Finally I used the models and textures as basis of developement because I`m a programmer,not a modeller and I did this totally on my own without the help of anyone,and I had to do this to give a better evalue my engine.

 

2)Is CatastropheV3 a "Serious Sam" MOD?

 

By no means, NO! As you can see(if you download it) there are different file formats and they don`t even look by far with what Serious Sam looks like. I only borrowed the visuals practically meaning the models and textures.

 

 

--System Requirements--

 

->A video card with at least 2 texture units and 32 MB of Video RAM
->In the demo I used 3 texture units but the engine can go 8 with no problems
->Contrarily the engine will use as many texture units as your card has
->A sound card
->eventually with OpenAL drivers installed(you get " nvopenal.dll" from NVidia for example)
->Processor >= 1000 Mhz(minimum configuration tested,along with a Radeon 9250)
->128 MB RAM (In the demo there are about 80 MB RAM)

->The engine uses OpenGL 1.5
->For optimum rendering you will need these OpenGL extensions :
->GL_ARB_vertex_program - for the vertex shader
->GL_ARB_fragment_program - for the fragment shader
->GL_ARB_vertex_buffer_object - these two for compiled rendering
->GL_EXT_draw_range_elements -

Minimum Requirements : Procesor 1 Ghz,Radeon 9250 /GeForceFX 5200 ,128 MB RAM
Recommended Requirements: Procesor 2+ Ghz,Radeon 9550+/GeForceFX 5700+,256 MB RAM

 

Generally it should run on any machine, the engine just skips what you don't have.