Quake done Quick with a Vengeance ----------------------- (0) Index (1) Introduction (1.1) What's Quake done Quick with a Vengeance? (1.2) Words from the Co-ordinator (2) The Movie (2.1) Installation (2.2) Running the movie (2.3) Solving playback problems (3) More details about the demo (3.1) Timing (3.2) How the run was recorded (4) Statistics (5) Credits and contact info (5.1) Credits (5.2) Utilities used (5.3) Contact info ---------------------------------------------------------------------------- (1) Introduction (1.1) What's Quake done Quick with a Vengeance? Quake done Quick with a Vengeance is a run through Quake on Nightmare skill, going through the levels as fast as possible, to be exact in 12:23. It is meant as a sequel to Quake done Quicker, our 16:35 run through all of Quake, this time making use of every known trick, including unrestricted bunny- hopping, to represent the state-of-the-art in Nightmare running. We do not expect every demo to be completely optimised, some maps may still have some room for improvements - the only certainty in speed-running is that you can always do it faster somehow. (-: If you think you can beat any of the demos in QdQwav, go ahead and try, and send us your demo if you succeed. Make sure you use QdQStats to start with the same stats we started with, and also check out our improvements page to see if any maps have been run faster after this release. (1.2) Words from the Co-ordinator I added this small passage to say thanks to everybody who participated to the project, first off the man who firstly suggested to start a QdQ project by my own, Anthony Bailey. Although there seemed no chance for another QdQ production featuring a Nightmare run through Quake, both cos of the runners motivation and of the QdQ schedule, you and Stefan encouraged me to start the project anyway. Thank you, without you the run wouldn't exist. The next group of persons to give props are the runners. Usually I wouldn't name any single names here since the work of all of you was important to get this result, but obviously there are two runners who were impressing and sur- prising me most often: Markus Taipale and Peter Horvath. Markus simply by sending improvements like a madman, even to levels which were claimed "op- timized" more than one time (e1m3). You were without exaggeration an important beam the project was based on and you kept the binaries-list alive. Peter again, together with his fellow landsman Attila, came up with some of the best route ideas and did maps nobody else wanted to or was able to do, talk about e2m2 or e3m5. However, as I said, even if not everybody's demo could be included after all, the work of every single participant was important, and such thanks also to Sergi Cami (sorry I din't made it to the gaming-party in August), Aleksander Osipov (I've quit smoking, what about u? :), Ilkka Kurkela (thanks for SpeedCon!!), Justin Fleck (I owwwwn yarr in DM, old LPB :P), Will Marsh (John B ruulez..), Janne Kalliomäki (still :11 in e1m6 ;) and Kimmo Polvivaara. Last but not least I want to say thanks to Jonathan Curtis who wanted to add something to QdQwav as well but was suddenly badly hit by the hand of faith as it seemed - I wish you all the best in your remaining life. (2) The movie (2.1) Installation First you need to find your main Quake directory. This probably has the name "Quake" and will contain such items as your Quake executable programs (such as quake.exe, or winquake.exe, or glquake.exe...) and your Id1 subdirectory. (Mac users may be more used to the term "folder" than directory.) You should make a subdirectory of this main directory. Give it whatever name you like; for the purposes of these instructions we will assume you have called it "qdqwav". In DOS, you can do this by changing to your main Quake directory and then typing "md qdqwav" at the prompt. The qdqwav.zip file should contain 3 files which should be unzipped into the qdqwav directory. These 3 files are: pak0.pak - contains all the data for the demo qdqwav.txt - this text file you are reading routes.txt - a document describing how the routes in QdQwav evolved (2.2) Running the movie Now to run the movie, start Quake with the command-line option "-game qdqwav". In DOS, you should change to the main Quake directory and then type "quake -game qdqwav" (or "winquake", or "glquake" if appropriate.) On a Mac, you should press the option key whilst starting Quake in order to be able to enter command-line options, or simply drag the qdqwav folder onto the Quake app icon. The movie is played from a menu interface, so that you can choose to play the whole movie, or individual episodes, or individual levels. Using the menu should be mostly self-explanatory! There are just a few additional things you should know about using it. Whilst playing a demo, you can press F10 to stop and return to the menu. If you are playing a sequence of levels, such as the full run or an episode, then you can press F9 to advance to the next level. F12 quits the game immediately, and with F5 and F6 you can toggle the viewsize during playback. Ah yes, a brandnew QdQ feature is also switching between slow-motion (F1), fast-forward (F3) and, believe it or not, standard speed (F2) of playback. That's all. :-) Is there anything else you need to know? No, you shouldn't. (2.3) Solving playback problems Some versions of Quake have some problems playing back very long demos, or demos that include film shot on every level. We have used every trick and hack we know to try to solve these problems, but it is possible some will have slipped through for your Quake version. You may, for example, experience a "cache_alloc" error. If you do, please tell us, since we are still learning how to prevent these problems. But in any case, any errors shouldn't ruin your enjoyment of the movie. You can use the menu interface to play it one episode at a time, or to play any individual level. (3) More details about the demo (3.1) Timing Just a quick explanation of why we say we completed Quake in 12:23. We recorded every demo separately and then connected them together, adding the times for the four episodes plus the end level. (3.2) 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. 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. (4) Statistics "Saved" times are compared to the predecessor "Quake done Quicker" run in 16:35 . ---------------------------------------------------- Level Map Running Time Saved ---------------------------------------------------- Introduction START The Slipgate Complex E1M1 Ilkka 0:26 0:04 Castle Of The Damned E1M2 Sergi 0:33 0:05 The Necropolis E1M3 Markus 0:24 0:11 The Grisly Grotto E1M4 Markus 0:13 0:07 Gloom Keep E1M5 Sergi 0:14 0:02 The Door To Chthon E1M6 Markus 0:09 0:02 The House Of Chthon E1M7 Markus 0:20 0:07 ---------------------------------------------------- Episode 1 - Dimension Of The Doomed 2:19 0:38 ---------------------------------------------------- Introduction START The Installation E2M1 Attila 0:07 0:03 The Ogre Citadel E2M2 Peter 0:38 0:13 The Crypt Of Decay E2M3 Alex 0:18 0:09 The Ebon Fortress E2M4 Markus 0:51 0:04 The Wizard's Manse E2M5 Markus 0:38 0:11 The Dismal Oubliette E2M6 Ingmar 1:19 0:03 ---------------------------------------------------- Episode 2 - The Realm Of Black Magic 3:51 0:43 ---------------------------------------------------- Introduction START Termination Central E3M1 Markus 0:25 0:21 The Vaults Of Zin E3M2 Attila 0:20 0:33 The Tomb Of Terror E3M3 Peter 0:24 0:06 Satan's Dark Delight E3M4 Peter 0:26 0:21 The Wind Tunnels E3M5 Peter 0:37 0:09 The Chambers Of Torment E3M6 Markus 0:27 0:04 ---------------------------------------------------- Episode 3 - The Netherworld 2:39 1:34 ---------------------------------------------------- Introduction START The Sewage System E4M1 Markus 0:18 0:16 The Tower Of Despair E4M2 Markus 0:31 0:15 The Elder God Shrine E4M3 Markus 0:40 0:15 The Palace Of Hate E4M4 Markus 0:22 0:05 Hell's Atrium E4M5 Markus 0:08 0:04 The Pain Maze E4M6 Markus 0:22 0:02 Azure Agony E4M7 Markus 0:40 0:19 ---------------------------------------------------- Episode 4 - The Elder World 3:01 1:16 ---------------------------------------------------- Introduction START Shub-Niggurath's Pit END Attila 0:33 0:01 ---------------------------------------------------- Quake done Quick with a Vengeance 12:23 4:12 ---------------------------------------------------- (5) Credits and contact info (5.1) Credits Runners: Markus Taipale Peter Horvath Attila Csernyik Sergi Cami Aleksander Osipov Ingmar Poerner Ilkka Kurkela Programmers: Anthony Bailey Stefan Schwoon Ingmar Poerner Nolan Pflug Project Co-ordinator: Ingmar Poerner Post-Production: Ingmar Poerner Stefan Schwoon Additional Input: Will Marsh Justin Fleck Janne Kalliomäki Kimmo Polvivaara Jonathan Curtis Simon Broadhead Gerald Tan (5.2) Utilities used The utilities we used included: LMPC by Uwe Girlich for decompiling and 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; QdQstats DemoRelise (unreleased) to make demos that fit into a continuous run, and Demtool for various editing jobs. This was also, together with our latest releases Quake done double Quick and Runner's Delight at Speedcon , the first time we made use of DZip to compress our runs. DZip is a new compression tool that works way better then usual ZIP-programs on demos and PAK-files. It's highly recommended to get this great tool from since the GUI was written by the infamous Nolan Pflug a.k.a. DA MAD HACKA, who really deserves it to be listed in the credits for that imo. DON'T MIND SENDING YOUR PERSONAL LOVE MESSAGE TO TODAY - he loves to get bugged! =) (5.3) Contact info For QdQ news and future projects check our page at For questions and comments (even if you just want to say you liked the demo), email . For general comments to QdQ, email To contact individual members of the team: Aleksander Osipov Anthony Bailey Attila Csernyik Ilkka Kurkela Ingmar Poerner Janne Kalliomäki Justin Fleck Kimmo Polvivaara Markus Taipale Nolan Pflug Peter Horvath Sergi Cami Stefan Schwoon Will Marsh Enjoy Quake done Quick with a Vengeance, err, I mean, simply enjoy the run, errrr, yea, damnit! =)