Quake done double Quick lite
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QUAKE DONE DOUBLE QUICK LITE:
Quake done double Quick lite is only the 3rd attempt for the QdQ team to run
through Quake in cooperative mode. First we released QddQl's predecessor
Quake done double Quick, a nightmare run through Quake, then shortly after
we released RDSC. Runner's Delight at Speedcon is a speed-run of Runner's
Delight, a custom-made mission pack for Quake.
Cooperative mode: Two players tackle the map together, sharing the work to
complete the level quicker than would be possible in single player mode.
Actually, some of the times in this release are slower than the current
single player records due to the timespan of this project :-)
The result is a run through Quake, which is 2 minutes and 40 seconds faster
than Quake done double Quick, which was released on August 29th, 2000. Now,
over 5 years later, and quite a few struggles to get this done, we give you
Quake done double Quick lite! Yeeehaaaw!
WORDS FROM THE CO-ORDINATOR:
QddQl started somewhere back in 2000. The project was founded by Will Marsh,
but eventually he sort of vanished, and Thomas Stubgaard stepped in as
co-ordinator. The project saw a lot of demos to begin with, but soon people
started losing interrest, and the project more or less died. Some vague
attempts were made to revive the project, but little did it help. It wasn't
until Jozsef paid Attila a visit in August 2002 that the ball started
rolling again. The two Hungarian runners kicked into high gear and produced
a series of mindblowing demos. A few maps were still left to do though, and
no-one seemed to want to do them. Eventually Thomas had the luck to persuade
a few runners to take on the task required. The final demo was submitted on
May 2nd, 2004. One other factor that contributed to the long duration of
the project was its special nature: Recording multiplayer demos over the
Internet was not an option most of the time because of lag, so we had to
rely on people to come together and record them on a LAN.
Two major differences from this project to its predecessor, is that we use
bunny-hopping this time around, and that we use excessive boosts from the
other player. A decision was taken back then to leave it out as this seemed
like abuse of teamplay... Thankfully speedrunning has evolved a great deal
since then, and a run without mad bunnying and constantly shooting eachother
in the backs, would be nothing less than boring as fuck! Pardon my french...
ABOUT COOP DEMOS:
Since this is only the 3rd, together with QddQ and RDSC, coop project from
the QdQ team, some explanations are due. The demos are recorded by two
players, a "server" and a "client". The server loads the map and usually
pauses the game to wait for the client. The client connects to the server's
machine. When the client has entered the game, the server can unpause and
the action begins.
Having two players available opens a new bag of speed-running tricks. First,
players can share the work; actions which are necessary to leave the level
can be distributed between the players, leading to faster times. This is
especially useful with button-operated doors; one player presses the button
while the other waits at the door. Examples of this are, for instance, e2m5
and e3m3.
Another category of new tricks are boosts: One player can shoot the other,
giving him additional velocity. This leads to interesting new shortcuts,
see for instance e2m3 or e3m1. Grenade jumps from the other player's grenade
give twice the boost that your own grenades cause, leading to longer or
higher jumps (see for instance e4m4).
However, these possiblities would be useless if the players would end up
killing each other. Therefore, we make use of the "teamplay" console
variable. When teamplay is set to 1, players can shoot each other without
damage to the other's health (damage to armor remains the same), provided
they wear the same colored pants. A side-effect of this is that a player is
not only unable to hurt his partner but also himself; rocket and grenade
jumps are practically for free.
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 "qddql". In DOS, you can do this by changing to your main Quake
directory and then typing "md qddql" at the prompt.
The qddql.zip/dz file should contain two files which should be extracted
into the qddql directory. These two files are:
pak0.pak - contains all the data for the demo
qddql.txt - this text file you are reading
RUNNING THE DEMOS:
Now to run the movie, start Quake with the command-line option "-game qddql".
In DOS, you should change to the main Quake directory and then type "quake
-game qddql" (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.
The demos are played from a menu interface, so that you can choose to play
the whole game, or individual episodes, or individual levels. Moreover, you
can choose to watch either player, or both players' view in alternating
order (the options menu allows you to set the mode of play).
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. You can set the viewsize
and crosshair settings that you prefer in the options menu. The function
keys F1 through F5 let you alter the speed of the playback. F1 is fast
forward, F2 is normal speed, F3 and F4 slow motion, and F5 pauses.
SOLVING PLAYBACK PROBLEMS:
Some versions of Quake have some problems playing back very long demos. 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. If so,
please tell us so we can fix the bug. 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.
TIMING:
Just a quick explanation of why we say we completed Quake in 9:55. We
recorded every demo separately and then connected them together, adding the
times for the four episodes plus the end level. We did not count the times
on the start level since, as you probably know, Quake never displays times
for them, and apart from that they're not really interesting to run.
HOW THE RUN WAS RECORDED:
We recorded each demo separately, on skill 0 (Easy), 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.
As explained above, we used a setting of "teamplay 1" to allow for more
tricks that we didn't have in single player mode. We felt that the added
possibilities lead to runs which are more distinctive from their single-
player equivalents and hence more fun.
The demos included in this package are basically the original recordings,
but we had to make some changes to make them play within the menu. We did
take care to keep the spirit of the original recordings. Here's a list of
the edits:
- Made the demos play within the menu
- Removed "x entered/exited the game" messages on every level
- Made the players' colors the same in every demo
STATISTICS:
"Saved" times are compared to the predecessor "Quake done double Quick"
run in 12:35
---------------------------------------------------------------------
Level Map Player Time Saved
---------------------------------------------------------------------
Introduction START
The Slipgate Complex E1M1 Attila/Peter 0:20 0:07
Castle Of The Damned E1M2 Sergi/Jordi 0:29 0:05
The Necropolis E1M3 Sergi/Jordi 0:25 0:03
The Grisly Grotto E1M4 Attila/Jozsef 0:11 0:04
Gloom Keep E1M5 Attila/Peter 0:10 0:03
The Door To Chthon E1M6 Attila/Peter 0:08 0:01
The House Of Chthon E1M7 Attila/Peter 0:10 0:07
---------------------------------------------------------------------
Episode 1 - Dimension Of The Doomed 1:53 0:30
---------------------------------------------------------------------
Introduction START
The Installation E2M1 Attila/Peter 0:05 0:04
The Ogre Citadel E2M2 Martin/Jonny 0:30 0:14
The Crypt Of Decay E2M3 Attila/Jozsef 0:15 0:05
The Ebon Fortress E2M4 Sergi/Jordi 0:40 0:11
The Wizard's Manse E2M5 Attila/Jozsef 0:17 0:11
The Dismal Oubliette E2M6 Attila/Peter 1:12 0:06
---------------------------------------------------------------------
Episode 2 - The Realm Of Black Magic 2:59 0:51
---------------------------------------------------------------------
Introduction START
Termination Central E3M1 Sergi/Jordi 0:23 0:03
The Vaults Of Zin E3M2 Attila/Jozsef 0:13 0:06
The Tomb Of Terror E3M3 Attila/Jozsef 0:15 0:06
Satan's Dark Delight E3M4 Martin/Mathias 0:23 0:07
The Wind Tunnels E3M5 Attila/Jozsef 0:23 0:04
The Chambers Of Torment E3M6 Robert/Rickard 0:21 0:06
---------------------------------------------------------------------
Episode 3 - The Netherworld 1:58 0:32
---------------------------------------------------------------------
Introduction START
The Sewage System E4M1 Martin/Anders 0:15 0:02
The Tower Of Despair E4M2 Martin/Niklas 0:29 0:08
The Elder God Shrine E4M3 Martin/Anders 0:33 0:12
The Palace Of Hate E4M4 Attila/Jozsef 0:18 0:08
Hell's Atrium E4M5 Attila/Jozsef 0:08 0:03
The Pain Maze E4M6 Robert/Rickard 0:20 0:02
Azure Agony E4M7 Martin/Anders 0:32 0:12
---------------------------------------------------------------------
Episode 4 - The Elder World 2:35 0:47
---------------------------------------------------------------------
Introduction START
Shub-Niggurath's Pit END Attila/Peter 0:30 0:00
---------------------------------------------------------------------
Quake done double Quick lite 9:55 2:40
---------------------------------------------------------------------
RUNNERS:
Anders Nordensten
Attila Csernyik
Jordi Ros
Jozsef Szalontai
Martin Selinus
Niklas Wikstrand
Peter Horvath
Rickard Axelsson
Robert Axelsson
Sergi Cami
PROGRAMMERS:
Jozsef Szalontai
Mathias Thore
AVI:
Mathias Thore
PROJECT CO-ORDINATOR:
Will Marsh
Thomas Stubgaard
UTILITIES USED:
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.
QdQstats
DemoRelise (unreleased) to make demos that fit into a continuous run.
Demtool for various editing.
Ifix (http://speeddemosarchive.com/quake/misc/ifix.zip), to fix intermission
views.
We also made use of a compression tool (DZIP) that works way better then
usual ZIP-programs on demos and PAK-files. It's highly recommended to get
this tool from
AVI UTILITIES USED:
We give you a 2.35:1 widescreen edition AVI this time, with DivX pro 5.2.0
video and LAME Mp3 audio.
Programs used:
JoeQuake v0.14 for capturing:
http://www.runecentral.com/joequake/news.html
VirtualDub 1.5.10 for DivX compression and demuxing:
http://www.virtualdub.org
winLAME rc3 with LAME 3.92 for making mp3:
http://winlame.sourceforge.net/
VirtualDubMod 1.5.4.1 for muxing DivX/mp3:
http://virtualdubmod.sourceforge.net
Cool Edit Pro 2.0 for some sound editing:
Paint Shop Pro 7.0 for some image editing:
AviSynth 2.5 for everything else:
http://www.avisynth.org/
Quake Sound Resampling Project, whithout which the audio wouldn't have been
any good at all...
http://www.stay.dsl.pipex.com/qsrp.htm
CONTACT INFO:
Web: http://speeddemosarchive.com/quake
Contact: quake@speeddemosarchive.com
IRC: #qdq on quakenet
Thanks,
TeamSDA / TeamQdQ - June 22nd, 2006.
Quake done double Quick lite is only the 3rd attempt for the QdQ team to run
through Quake in cooperative mode. First we released QddQl's predecessor
Quake done double Quick, a nightmare run through Quake, then shortly after
we released RDSC. Runner's Delight at Speedcon is a speed-run of Runner's
Delight, a custom-made mission pack for Quake.
Cooperative mode: Two players tackle the map together, sharing the work to
complete the level quicker than would be possible in single player mode.
Actually, some of the times in this release are slower than the current
single player records due to the timespan of this project :-)
The result is a run through Quake, which is 2 minutes and 40 seconds faster
than Quake done double Quick, which was released on August 29th, 2000. Now,
over 5 years later, and quite a few struggles to get this done, we give you
Quake done double Quick lite! Yeeehaaaw!
WORDS FROM THE CO-ORDINATOR:
QddQl started somewhere back in 2000. The project was founded by Will Marsh,
but eventually he sort of vanished, and Thomas Stubgaard stepped in as
co-ordinator. The project saw a lot of demos to begin with, but soon people
started losing interrest, and the project more or less died. Some vague
attempts were made to revive the project, but little did it help. It wasn't
until Jozsef paid Attila a visit in August 2002 that the ball started
rolling again. The two Hungarian runners kicked into high gear and produced
a series of mindblowing demos. A few maps were still left to do though, and
no-one seemed to want to do them. Eventually Thomas had the luck to persuade
a few runners to take on the task required. The final demo was submitted on
May 2nd, 2004. One other factor that contributed to the long duration of
the project was its special nature: Recording multiplayer demos over the
Internet was not an option most of the time because of lag, so we had to
rely on people to come together and record them on a LAN.
Two major differences from this project to its predecessor, is that we use
bunny-hopping this time around, and that we use excessive boosts from the
other player. A decision was taken back then to leave it out as this seemed
like abuse of teamplay... Thankfully speedrunning has evolved a great deal
since then, and a run without mad bunnying and constantly shooting eachother
in the backs, would be nothing less than boring as fuck! Pardon my french...
ABOUT COOP DEMOS:
Since this is only the 3rd, together with QddQ and RDSC, coop project from
the QdQ team, some explanations are due. The demos are recorded by two
players, a "server" and a "client". The server loads the map and usually
pauses the game to wait for the client. The client connects to the server's
machine. When the client has entered the game, the server can unpause and
the action begins.
Having two players available opens a new bag of speed-running tricks. First,
players can share the work; actions which are necessary to leave the level
can be distributed between the players, leading to faster times. This is
especially useful with button-operated doors; one player presses the button
while the other waits at the door. Examples of this are, for instance, e2m5
and e3m3.
Another category of new tricks are boosts: One player can shoot the other,
giving him additional velocity. This leads to interesting new shortcuts,
see for instance e2m3 or e3m1. Grenade jumps from the other player's grenade
give twice the boost that your own grenades cause, leading to longer or
higher jumps (see for instance e4m4).
However, these possiblities would be useless if the players would end up
killing each other. Therefore, we make use of the "teamplay" console
variable. When teamplay is set to 1, players can shoot each other without
damage to the other's health (damage to armor remains the same), provided
they wear the same colored pants. A side-effect of this is that a player is
not only unable to hurt his partner but also himself; rocket and grenade
jumps are practically for free.
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 "qddql". In DOS, you can do this by changing to your main Quake
directory and then typing "md qddql" at the prompt.
The qddql.zip/dz file should contain two files which should be extracted
into the qddql directory. These two files are:
pak0.pak - contains all the data for the demo
qddql.txt - this text file you are reading
RUNNING THE DEMOS:
Now to run the movie, start Quake with the command-line option "-game qddql".
In DOS, you should change to the main Quake directory and then type "quake
-game qddql" (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.
The demos are played from a menu interface, so that you can choose to play
the whole game, or individual episodes, or individual levels. Moreover, you
can choose to watch either player, or both players' view in alternating
order (the options menu allows you to set the mode of play).
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. You can set the viewsize
and crosshair settings that you prefer in the options menu. The function
keys F1 through F5 let you alter the speed of the playback. F1 is fast
forward, F2 is normal speed, F3 and F4 slow motion, and F5 pauses.
SOLVING PLAYBACK PROBLEMS:
Some versions of Quake have some problems playing back very long demos. 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. If so,
please tell us so we can fix the bug. 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.
TIMING:
Just a quick explanation of why we say we completed Quake in 9:55. We
recorded every demo separately and then connected them together, adding the
times for the four episodes plus the end level. We did not count the times
on the start level since, as you probably know, Quake never displays times
for them, and apart from that they're not really interesting to run.
HOW THE RUN WAS RECORDED:
We recorded each demo separately, on skill 0 (Easy), 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.
As explained above, we used a setting of "teamplay 1" to allow for more
tricks that we didn't have in single player mode. We felt that the added
possibilities lead to runs which are more distinctive from their single-
player equivalents and hence more fun.
The demos included in this package are basically the original recordings,
but we had to make some changes to make them play within the menu. We did
take care to keep the spirit of the original recordings. Here's a list of
the edits:
- Made the demos play within the menu
- Removed "x entered/exited the game" messages on every level
- Made the players' colors the same in every demo
STATISTICS:
"Saved" times are compared to the predecessor "Quake done double Quick"
run in 12:35
---------------------------------------------------------------------
Level Map Player Time Saved
---------------------------------------------------------------------
Introduction START
The Slipgate Complex E1M1 Attila/Peter 0:20 0:07
Castle Of The Damned E1M2 Sergi/Jordi 0:29 0:05
The Necropolis E1M3 Sergi/Jordi 0:25 0:03
The Grisly Grotto E1M4 Attila/Jozsef 0:11 0:04
Gloom Keep E1M5 Attila/Peter 0:10 0:03
The Door To Chthon E1M6 Attila/Peter 0:08 0:01
The House Of Chthon E1M7 Attila/Peter 0:10 0:07
---------------------------------------------------------------------
Episode 1 - Dimension Of The Doomed 1:53 0:30
---------------------------------------------------------------------
Introduction START
The Installation E2M1 Attila/Peter 0:05 0:04
The Ogre Citadel E2M2 Martin/Jonny 0:30 0:14
The Crypt Of Decay E2M3 Attila/Jozsef 0:15 0:05
The Ebon Fortress E2M4 Sergi/Jordi 0:40 0:11
The Wizard's Manse E2M5 Attila/Jozsef 0:17 0:11
The Dismal Oubliette E2M6 Attila/Peter 1:12 0:06
---------------------------------------------------------------------
Episode 2 - The Realm Of Black Magic 2:59 0:51
---------------------------------------------------------------------
Introduction START
Termination Central E3M1 Sergi/Jordi 0:23 0:03
The Vaults Of Zin E3M2 Attila/Jozsef 0:13 0:06
The Tomb Of Terror E3M3 Attila/Jozsef 0:15 0:06
Satan's Dark Delight E3M4 Martin/Mathias 0:23 0:07
The Wind Tunnels E3M5 Attila/Jozsef 0:23 0:04
The Chambers Of Torment E3M6 Robert/Rickard 0:21 0:06
---------------------------------------------------------------------
Episode 3 - The Netherworld 1:58 0:32
---------------------------------------------------------------------
Introduction START
The Sewage System E4M1 Martin/Anders 0:15 0:02
The Tower Of Despair E4M2 Martin/Niklas 0:29 0:08
The Elder God Shrine E4M3 Martin/Anders 0:33 0:12
The Palace Of Hate E4M4 Attila/Jozsef 0:18 0:08
Hell's Atrium E4M5 Attila/Jozsef 0:08 0:03
The Pain Maze E4M6 Robert/Rickard 0:20 0:02
Azure Agony E4M7 Martin/Anders 0:32 0:12
---------------------------------------------------------------------
Episode 4 - The Elder World 2:35 0:47
---------------------------------------------------------------------
Introduction START
Shub-Niggurath's Pit END Attila/Peter 0:30 0:00
---------------------------------------------------------------------
Quake done double Quick lite 9:55 2:40
---------------------------------------------------------------------
RUNNERS:
Anders Nordensten
Attila Csernyik
Jordi Ros
Jozsef Szalontai
Martin Selinus
Niklas Wikstrand
Peter Horvath
Rickard Axelsson
Robert Axelsson
Sergi Cami
PROGRAMMERS:
Jozsef Szalontai
Mathias Thore
AVI:
Mathias Thore
PROJECT CO-ORDINATOR:
Will Marsh
Thomas Stubgaard
UTILITIES USED:
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.
QdQstats
DemoRelise (unreleased) to make demos that fit into a continuous run.
Demtool for various editing.
Ifix (http://speeddemosarchive.com/quake/misc/ifix.zip), to fix intermission
views.
We also made use of a compression tool (DZIP) that works way better then
usual ZIP-programs on demos and PAK-files. It's highly recommended to get
this tool from
AVI UTILITIES USED:
We give you a 2.35:1 widescreen edition AVI this time, with DivX pro 5.2.0
video and LAME Mp3 audio.
Programs used:
JoeQuake v0.14 for capturing:
http://www.runecentral.com/joequake/news.html
VirtualDub 1.5.10 for DivX compression and demuxing:
http://www.virtualdub.org
winLAME rc3 with LAME 3.92 for making mp3:
http://winlame.sourceforge.net/
VirtualDubMod 1.5.4.1 for muxing DivX/mp3:
http://virtualdubmod.sourceforge.net
Cool Edit Pro 2.0 for some sound editing:
Paint Shop Pro 7.0 for some image editing:
AviSynth 2.5 for everything else:
http://www.avisynth.org/
Quake Sound Resampling Project, whithout which the audio wouldn't have been
any good at all...
http://www.stay.dsl.pipex.com/qsrp.htm
CONTACT INFO:
Web: http://speeddemosarchive.com/quake
Contact: quake@speeddemosarchive.com
IRC: #qdq on quakenet
Thanks,
TeamSDA / TeamQdQ - June 22nd, 2006.
- Contact Information
- http://speeddemosarchive.com/quake/
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