Quake done Quicker ------------------ (Sequel to Quake done Quick) (0) Index (1) Introduction (1.1) What's Quake done Quicker? (1.2) Installation instructions (1.3) Credits (2) More details about the movie (2.1) Timing (2.2) How the run was recorded (2.3) How the run was turned into a movie (3) Frequently Asked Questions (4) Statistics (5) Contact info ---------------------------------------------------------------------------- (1) Introduction (1.1) What's Quake done Quicker? Quake done Quicker is a new movie by the QdQ team. It is a much improved version of the original "Quake done Quick" run that was released in June. With the help of many of the top speed-runners, such as Perkele, and many cool new tricks and tactics, we improved our previous time to complete all of Quake on Nightmare skill by more than three minutes, and refilmed everything with some neat new production effects. We think this will be the best and most entertaining single-player Quake performance you are likely to have seen. The normal version of this run - as seen from the player's perspective with no special effects - is also available, as all_1635 from our page at (1.2) Installation instructions Unzip qdq_1635.zip into a directory under Quake (called qdqr or something like that) and then run: quake -game qdqr. This will start the demo. To play from one specific level, type in the console: playdemo - replace with the level (e.g. playdemo e2m4 or playdemo end). To start the whole demo from the console, type: playdemo qdqr. Some versions of Quake exhibited unusual playback problems when we tested this demo. We believe we have now fixed all such problems, but cannot test the demo on every existent version of Quake. If you *do* get a crash, you can restart Quake from the level where it crashed with quake -game qdqr +playdemo and this should continue as you require. (1.3) Credits The people who created Quake done Quicker are: Everyone listed here also helped with various technical intricacies, bug-testing and so forth. Also, many people recorded runs that didn't make it into the final version but were still essential in finding new ideas or provoking faster ones to be made. Without anybody, this run would have been slower. Fredrik Arvidsson [[+]RZA] http://www.fragzone.se/crusaders/ running, ideas & tactics Anthony Bailey http://www.cs.man.ac.uk/~baileya/ co-ordination, programming & filming, ideas & tactics Matthias Belz filming, running, ideas & tactics BurninSun running, ideas & tactics Yonatan Donner (Zem) http://www.geocities.com/Hollywood/4704/ running, filming, ideas & tactics DooMfienD running, ideas & tactics Berj Doudian ideas & tactics Juha Kujala (Perkele) http://www.modeemi.cs.tut.fi/quake/ running, filming, ideas & tactics Peter Markstr”m filming, ideas & tactics Simon Nordberg (Hatti) running, filming, ideas & tactics Nolan Pflug (Lord of Radix) http://PlanetQuake.com/NSD/ filming, ideas & tactics. Special credit: Nolan performed the first "grenade-jump by exploding the grenade against a monster", a tactic we used many times in QdQr and which saved us a great deal of time. Jeff Preshing (Pointdexter) ideas & tactics Stefan Schwoon programming, filming, ideas & tactics Special credit: Stefan tackled and conquered most of the surprise last-minute technical problems that afflicted the movie version of this release. He's a star! Chris Sykes (Drastic_Man) filming Thanks also to crt and others on Planet Quake #staff for last-minute bug-fixing advice, and PQ in general for hosting us! The utilities we used included: LMPC by Uwe Girlich (http://www.physik.uni-leipzig.de/~girlich/games/) for decompiling & recompiling demos so we could use the convenient LS format. Also Uwe's DEM specs were very useful for us in creating our own tools. Some in-house utilities; ReMaic for refilming the demos for the movie, DemoRelise and QdQstats to make demos that fit into a continuous run, and a tool to use the Razor Entertainment DeathMatch Essentials models in our finished demos. Thanks to Razor Entertainment for allowing us to use the models that show what weapon the player is holding. (2) More details about the movie (2.1) Timing Just a quick explanation of why we say we completed Quake in 16:35. We recorded every demo separately and then connected them together, adding the times for the four episodes plus the end level. On a slow machine, recorded times that were very close to the next second may display incorrectly and read one second too large. The time we quite is the correct one, shown when the demo was recorded and verifiable with any demo tool. (2.2) How the run was recorded We recorded each demo separately, on skill 3 (Nightmare), of course without any cheating. To start with the correct stats we ended the previous level with, we used a QuakeC patch that allowed us to select the statistics we started with. Sometimes we wanted to use an existing demo, but to start with slightly different statistics, because we had improved a demo earlier in the run and needed to keep the continuity correct. We used an in-house tool called DemoRelise to adapt the demos in this way. We recorded Quake as one big run because Quake was made to be played each episode in a row, and not as separate levels. There are no weapons in the higher levels, because you should have them already from previous ones. And we did it by connecting single demos together because the final product is a lot more interesting that way and entertaining, and we could include some very cool tricks that we couldn't do had we recorded it in one sitting. (2.3) How the run was made into a movie To make Quake done Quicker (and it's predecessor, Quake done Quick) more entertaining, we filmed the demos to be shown from an independent camera perspective. To do that, and add a few other production effects, we used a utility called ReMaic . The refilming was done by many different people, check the "credits" section for details. In addition, we used some of the models from the DeathMatch Essentials mod and patched them in with a utility written by Stefan Schwoon, to show which weapon the player is holding. We also used a new version of the start map, amended by Nolan Pflug and Anthony Bailey to have an interesting start to the demo, and explain why the marine goes through Quake on Nightmare skill... The more conventional original demos without any special production can also be watched as all_1635, available for download from our page at . (3) Frequently Asked Questions We received many questions after releasing the first Quake done Quick done in 19:49. Here are the most common ones. If we get more questions, we'll add them to . Q: How did you do (this or that)? I can't do it, did you cheat? A: No, we did not cheat. Just improve your skill until you can do it too. Note that the height you reach with rocket and grenade jumps depends on how fast your computer is. I (Yonatan) sometimes use r_drawflat 1 to speed up the game so I'll jump higher, and I suggest you do the same if your computer is slow. Q: How did you time those grenade jumps? A: Most of the grenade jumps we just timed by instinct. For some others we used a counter that started when we threw the grenade, and we tried to jump when it reached 2.4 seconds. We don't think it's cheating to use this visual feedback; it doesn't jump for us, just shows us how much time has passed since throwing the grenade. Q: Why did you play Quake as a run instead of single levels? Q: Why did you connect demos together instead of recording one session of Quake? A: Read "how the run was recorded" earlier. More details can be found in the texts provided on our FAQ page, . (4) Statistics ----------------------------------------------------------------------------- Level Map Running Filming RJ GJ Time Damage Saved ----------------------------------------------------------------------------- Introduction START Anthony/Nolan The Slipgate Complex E1M1 Yonatan Stefan 0:30 0/140 Castle Of The Damned E1M2 Yonatan Drastic_Man 0:38 0/99 The Necropolis E1M3 Perkele Perkele 2 f 0:35 86/90 0:08 The Grisly Grotto E1M4 Yonatan Peter 1 0:20 47/72 0:08 Gloom Keep E1M5 Yonatan Yonatan 1 2 0:16 145/150 0:06 The Door To Chthon E1M6 Yonatan Peter 1 0:11 25/29 0:01 The House Of Chthon E1M7 BurninSun Peter 4 0:27 170/175 0:04 ----------------------------------------------------------------------------- Episode 1 - Dimension Of The Zoomed 6 5 2:57 473/755 0:27 ----------------------------------------------------------------------------- Introduction START Anthony The Installation E2M1 Matthias Stefan 0:10 0/15 The Ogre Citadel E2M2 Yonatan Peter 0:51 0/167 0:09 The Crypt Of Decay E2M3 Perkele Perkele 2 0:27 92/155 0:17 The Ebon Fortress E2M4 Perkele Perkele 3,3q p 0:55 100/110 0:36 The Wizard's Manse E2M5 Yonatan Nolan 4 b 0:49 303/429 0:18 The Dismal Oubliette E2M6 Fredrik Anthony 4 + 1 1:22 207/344 0:07 ----------------------------------------------------------------------------- Episode 2 - The Realm Of Track Magic 8 6,3q 4:34 702/1220 1:27 ----------------------------------------------------------------------------- Introduction START Anthony Termination Central E3M1 Yonatan Stefan/Peter x 0:46 108/239 0:02 The Vaults Of Zin E3M2 Yonatan Anthony 3 0:53 109/209 0:04 The Tomb Of Terror E3M3 BurninSun Stefan 1 0:30 47/208 0:04 Satan's Dark Delight E3M4 Yonatan Matthias 3 0:47 143/315 0:02 The Wind Tunnels E3M5 Yonatan Yonatan 1 + 1 0:46 73/210 0:05 The Chambers Of Torment E3M6 Yonatan Nolan 4 0:31 185/185 0:02 ----------------------------------------------------------------------------- Episode 3 - The Go-Hell-For-LeatherWorld 8 5 4:13 665/1366 0:19 ----------------------------------------------------------------------------- Introduction START Anthony The Sewage System E4M1 Yonatan Peter x 0:34 82/184 0:14 The Tower Of Despair E4M2 Yonatan Stefan 0:46 0/94 0:03 The Elder God Shrine E4M3 DooMfienD Matthias 2 s 0:55 85/198 0:26 The Palace Of Hate E4M4 Simon Simon 3 0:27 100/143 0:06 Hell's Atrium E4M5 Simon Simon 3 t 0:12 181/181 0:04 The Pain Maze E4M6 Yonatan Stefan 1q 0:24 174/218 0:02 Azure Agony E4M7 Yonatan Peter 3 t 0:59 50/127 0:04 ----------------------------------------------------------------------------- Episode 4 - The Elder Whirled 11,1q 4:17 672/1145 0:59 ----------------------------------------------------------------------------- Introduction START Anthony Shub-Niggurath's Pit END Yonatan Stefan 0:34 0/159 0:02 ----------------------------------------------------------------------------- Quake done Quicker 22 27+4q 16:35 2512/4645 3:14 ----------------------------------------------------------------------------- RJ = rocket-jumps GJ = grenade-jumps Damage = self-inflicted damage / total damage Saved = time saved on the original QdQ_1949 run + = a grenade and rocket-jump were combined b = blocked cage from descending f = used fiend to block a barrier p = used a boost from a fiend pouncing q = jump was Quadded s = used a decorative slope to gain height t = used a boost from a tar-baby explosion x = used a boost from an exploding box (5) Contact info For QdQ news and future projects (at the time of writing, the next should be a speed-run of Scourge of Armagon), check out page at or visit the QdQ members' homepages, listed in the "credits" section. For questions and comments (even if you just want to say you liked the demo), email or if you want to write to one member specifically, our emails are also listed in the "credits" section. Enjoy Quake done Quicker! 13th September 1997.