The Dimension of the Gibbed The Movie What Is This All About? ======================= Between August and December 2002 we ran a series of speedrunning contests on the Speed Demos Archive (http://planetquake.com/sda). These contests ran on each of the levels of "Episode One : The Dimension of the Doomed" in turn and you simply had to gib every monster on the level as quickly as possible and exit. The exit stats of the winning time were used as the starting stats for the next contest in order to turn the whole thing into a complete run. "Gib"? ====== There are two types of monster kill in Quake. A regular kill where the dead body just falls to the floor and a gibbed kill where the body is blown apart. So how do you do one of these "gibbed kills" then? ================================================== If the amount of damage caused to a monster when he dies is greater than a predetermined number of damage points more than his remaining health then the body will gib. Clear? How do I watch it? ================== Using your eyes. Oh ha ha. Seriously? ==================== Create a directory under your main quake directory called "dotg". Extract pak0.pak to this directory. Run Quake with "-game dotg" and any other parameters (memory, etc) you normally use. Then just set to your favourite resolution and follow the menu. Enjoy. So who won the contests? ======================== Level Map Time Player ------------------------------------------------------- The Slipgate Complex E1M1 0:35 Jozsef Castle Of The Damned E1M2 0:50 Timo The Necropolis E1M3 1:18 Jozsef The Grisly Grotto E1M4 1:37 Thomas Zigurrat Vertigo E1M8 0:41 Timo Gloom Keep E1M5 0:35 Jozsef The Door To Chthon E1M6 0:39 Jozsef (Non-contest demo...) (The House Of Chthon E1M7 0:10 Jozsef) ------------------------------------------------------- For a full list of competitors and results visit http://planetquake.com/sda/contests/ Are these runs "optimum"? ========================= Probably not. As I said they were done as part of a contest, so each one was recorded by the players in a limited time (usually two weeks) without discussing routes with the rest of the team. I dare say that some of them could be improved by a few seconds. So then what happened? ====================== Then I decided to refilm all the demos and turn it into a movie. Didn't you say the contests finished in December 2002? ====================================================== Yes. First I had to learn to recam. Then I got carried away and started adding cutscenes, then other players, then a whole load of stupid stuff that I thought was fun. Then I got stuck. Then I got distracted. Then I got bored. Then I came back to it. Then I got stuck again. Then I had a flash of inspiration. Now it's done. So what was so difficult? ========================= Every character in the cutscenes and quite a lot of stuff in the runs was recorded seperately and mixed together afterwards. The intro and finale are each a composite of parts of over 40 demos. Probably more. And don't even get me started on mixing rockets and sounds between demos. Have you ever heard the phrase "Keep It Simple, Stupid"? =========================================================== Have you ever heard the phrase "Fuck Off"? So you added stuff to the runs then? Isn't that cheating? ========================================================= Only to the refilmed runs in order to make things clearer. The first-person runs are absolutely unadulterated. "First-person runs"? ==================== As well as the film version you can also watch the original runs from the standard perspective, including a brand new e1m7 by Jozsef! Who were the other people in the movie? ======================================= Jozsef Szalontai, Timo Nieminen and Thomas Stubgaard were in it because they won the individual level contests. Ingmar Poerner, Nolan Pflug and Thomas Bergendorff are in it because I asked them and Tim Doherty is in it because he happened to have a copy of the "morph" mod. They all recorded their demos seperately and mailed them to me. The exception to this being that Stubby did all the tricking on start.bsp. There's no donkeys in it. ========================= Shut up. What's that cool music you use at the start and in the credits? =============================================================== "Grave Thaang" by Grangers Farmyard. http://www.grangers-farmyard.com What about the other custom sound effects? ========================================== I "borrowed" them from various sources. Some from other QdQ projects, some from other mods. If you recognise it as one of yours, thanks. :-) Any plans to do the other three episodes? ========================================= No. But they should all be possible if you used the SoA gibby fish instead of the regular fish. Hey, isn't this the greatest and funniest Quake movie ever made? ================================================================ Yes. Definitely. Really? ======= No. It's just a bit of silly fun. The movie mentions "The Rabbit Run : Coming soon" ================================================= True. Wasn't that released a few weeks ago. ===================================== Yes. But at the time we thought we'd be releasing this first. Oh well. E1M4. Do you know the difference between a monkey and an ape? ============================================================= Yes, but I was hoping you wouldn't. What tools were used to make this movie? ======================================== That I can remember.... Demtool by Stefan Schwoon. God bless this utility. Demix by Stefan Schwoon. And this one. Remaic by Anthony Bailey. For refilming. LMPC by Uwe Girlich. For decompiling/compiling demos when the tools just couldn't cut it... :-) His demo specs were bloody useful too. QdQstats by Nolan Pflug. Stats, timers and much more. Morph by Jeff Epler. To record the Fiend/Vore bits. Qped by Pete Callaway. For doing stuff to .pak files. boss.qc by Dave Weiden. For the gibbable Chthon. ifix by Jozsef Szalontai. For fixing intermission views. Menu Code by Anthony Bailey. What tools were used to convert the film to .avi? ================================================= I don't know. Thomas "lodis" Bergendorff did it. I'll let him tell you himself... There are two proper AVI movies made from this release: DotG.avi - the recam version with cutscenes etc...the whole shebang. DotG_fp.avi - the first person version of the runs. Both were encoded with DivX, sound uncompressed. MP3-encoding made it sound a bit canned so we left the sound uncompressed, figured 30 MB extra wouldn't matter that much :) (so sue us) Programs used: JoeQuake (http://delfin.unideb.hu/~sj0002/joeq_news.html) Virtual dub Goldwave Adobe Premiere 6.5 Known problems/bugs: e1m8-demo (not cutscene) in DotG.avi has sound problems. This is because the capturing engine (JoeQuake) cannot cope with demos where the host_framerate is changed, and this is exactly what is done for the slow motion part of the particular demo. I won't go into any details but I had to play around quite a lot to get any sound at all working for the entire demo so you'll just have to live with it. Thanks/credits go out to: Anthony Bailey - for writing the original capture code for the TRR engine. Jozsef Szalontai - for making JoeQuake, giving me a pre-release and configs. [QPO]seka - for explaining/showing the basics of Adobe Premiere to me. reeve a.k.a fittpjotr for doing some graphic work. maehor - for making a pak with new graphics for the HUD. Stubby - for testing the avi's and generally being a cunt ;) Morfans - for making me do this, it was good fun. Thomas "lodis" Bergendorff lowdis@planetquake.com (no I didn't mistype 'lodis'...) http://www.planetquake.com/sda #qdq on quakenet Anyone else you want to credit? =============================== Huge thanks to... Everyone that took part in the contests. If people didn't continue to support these things the whole shebang would just wither and fade. Thomas Bergendorff for producing the .avi. And I guess Joe for making JoeQuake which Thomas is using to produce the .avi and thus Anthony Bailey for writing the caputure code that Joe used for JoeQuake that Thomas is using to produce the .avi. Ingmar Poerner for making the menu and for honest criticism. Stub, Berg, Pug and Hud. TeamSDA. Paps and Jube at PlanetQuake. Putting the "Ho" in "Hosted Site". Torex Health. For making me redundant and thus giving me the time to do this. Whoever made Quake. Something Software, wasn't it? ;-) Kev, Rob, BHU, Wof and Jock. I hope you're looking after my band... My wife, Abigail, for putting up with my Quake obsession. My son, Isaac, for preventing me from doing anything stupid when I'm feeling low. And finally I'd like to thank Jesus. [1] And who the hell are you anyway? ================================ Richard "Morfans" Skidmore. morfans@planetquake.com http://planetquake.com/sda #qdq on quakenet [end] [1] Jesus is the little Mexican boy that comes round to do the cleaning.