The Trash Inc.

AlGore Artworks - Dream Dimensions - Neveprise Inc.

 

In the beginning...

Once upon a time - on October 1st 1995 - two recently founded software houses founded The Trash Inc.. These were on the one hand Dream Dimensions (formerly known as Nagilum Enterprises) and Neveprise Inc. (well, even known under another name before - Hüpattl! Software) on the other hand. The reason for dis 'unification' was the project called Simple Disease. Our last technological advances allowed us to enhance and manipulate the well-known game called DOOM. But we were not content with just building new levels (eh?!? Greetings to Nagilum...) and replacing sounds, no, we had to add new graphx, music and to edit the exefile, so that opponents behaved different. We also implemented new weapons, such as a minelayer. In early 1996, AlGore Artworks joined us and signed responsible for our soudtrack (thanx, Roy!)
After more than three years SD had been canceled. But in December 1998, the project has been digged out of its undeep grave - Simple Disease Renaissance (working title) has been assigned - STRIKE!
Y'asking why it took so long and there went nuthin' out so far? Okay, we have planned a lot, here an excerpt: SD was designed to be publishe onto two CDs including AlGore's soundtrack, long video sequences (rendered plus blue screening), a Making Of and several goodies and tools.

...later on and in between

As you might fear, class(TTrash_Inc.) is NOT a company or something similar. Futhermore it is a private project; we only produce freeware and are notreally interested in creating any commercial stuff (..still :-)).
In the years past, we spent a lot on private li'l projects and increased our programming skills in Delphi, incuding multimedia, different APIs, systools and some other apps we are quite ashamed of today...

Present and future

Beside of our programming skills that we've archieved, we are very proud of our newest exploration: the DirectX SDK. Very late '98, Neveprise did its first steps in DelphiX - a DirectX interface - and noticed "Great! Not as hard!" (? See ya later...). Neveprise contacted Dream Dimensions to discuss the work on a new project, having Simple Disease II in mind. We bothe agreed and started designing early guidelines for the new game. First, we spent some thoughts on using a commercial game as base again (Valve's Half-Life), but came to the decision to create an own DirectX-based engine.
But: cos we wanted to resurrect the original SD, there has all to be changed, cos SD I has its roots in first person action. But we realized that making an own complex 3D engine was FAR beyond our capabilities. So we designated SD II to be a spca combat sim, requiiring the whole story plot to be changed. Work continues on Simple Disease, for the projects sage please check the 'News and More' page on the left.

Still questions?

And this is for you: y'might ask, what rests for your the personal way... Well, we are open for supporters. May it be that you want to engage us into well-payed work (grind) or just if yu want to join us. Do not be afraid, this doesn't cost you any penny, you are welcome if you have fun in creating nonsense on the computer or something else. Having any questions, contact us sending an eMail to trashinc@neveprise-inc.de or to any one of us (see 'Contact').

AlGore Artworks

 
In the web: www.mr-schleckriegel.purespace.de
Contact: georg.harbig@azbsib.pdb.siemens.de
 

 

DreamDimensions

 
In the web: www.dream-dimensions.de
Contact: mail@dream-dimensions.de
 

Okay, I don't wanna bore you with a great portait of myself - just a short text about the history of Dream Dimensions.
My 'company' was established in 1995, first known as Nagilum Enterprises. I started my career as programmer with writing batch-files under good-old DOS. It was not that satisfying so I started with Turbo Pascal 7 - at first in school. With the time I was capable of much(!) more things including animations under ModeX. But it was still much work creating graphical menus.
That is how I came to
Borland Delphi. The first encounter was not very exciting. It looked much more complicated - but if you once understand the object-orientated system it's quite easy. Nevertheless you can create powerful applications with it!


By the time I wrote much stuff (some you can download here!). But not that much what I started got finished. :-)
Some stuff I created in co-production with Neveprise Inc.- formerly known as Hüpattl! Software. Besides some Delphi stuff we both worked together with AlGore Artworks (as The Trash Inc) on a great(!) project:
Simple Disease!


We never finished it completely 'cause some idiot thought he was something better and didn't have to finish the maps! ;-)

Now the project got reborn - Simple Disease 2!

 


Neveprise Inc., SD

 
In the web: www.neveprise.de www.neveprise-inc.de
Contact: mail@neveprise-inc.de
Questions: info@neveprise-inc.de
Support: support@neveprise-inc.de
 

Some History

Yes, it where busy days: January 1995. Neveprise Inc. was founded, in those times known under the name Hüpattl! Software... The first "applications" written were batch files using good old DOS (DOS is dead - long live DOS!...:-)). Beside some tiny apps (e.g. WinLogo and WinPic (a 10 KB file!!!)), the first big project was called Disaster. It was an add-on for a famous 3D shooter. It provided a new story, sounds and overall new graphics. Later on, the projects became some more professional, though using Borland Pascal.

Changings

Early in 1996, Neveprise Inc. settled over to use Borland Delphi, a great developing tool for Windows tools. As time passed, the released applications became more and more professional, but were mostly portions of the older DOS applications. But in these times and before, Neveprise Inc. was working on a much more interesting project.

Simple Disease

In October 1995, Dream Dimensions and Neveprise Inc. founded the developing group The Trash Inc. Along with AlGore Artworks, wich became a member some time later, we started our first project: Simple Disease. This was a 3D action shooter basing on DOOM from id software, inc. We invested many many months in creating new fx and behaviors, graphx, maps (greetings to Dream Dimensions...:-))), sounds and music.
We were very proud of it, cos we made a new game of it, including rendered scenes etc., but after three years of intense work, SD has been cancelled. The main reason was that in 1998, DOOM was too old from a technical point of view. Maybe we will release a classic version of SD using a 3Dfx-version of DOOM.

But in December '98, SD was reborn: we began the work on SD2: Renaissance (working title), that will become a space combat sim. For more info check out our news.