                            Quake done Quicker
                            ------------------
                       (Sequel to Quake done Quick)
                       <http://PlanetQuake.com/QdQ/>

(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 <http://PlanetQuake.com/QdQ/>

(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 <levelname>
- replace <levelname> 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 <levelname>
and this should continue as you require.

GLQuake users may find they have problems if they set GL_PLAYERMIP to
too low a value. We had to patch this at the last moment: hope it works
OK now!

(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/
<fredrik.arvidsson@swipnet.com>
running, ideas & tactics

Anthony Bailey
http://www.cs.man.ac.uk/~baileya/
<baileya@cs.man.ac.uk>
co-ordination, programming & filming, ideas & tactics

Matthias Belz
<un81@rz.uni-karlsruhe.de>
filming, running, ideas & tactics

BurninSun
<BurninSun@aol.com>
running, ideas & tactics

Yonatan Donner (Zem)
http://www.geocities.com/Hollywood/4704/
<ruthd@post.tau.ac.il>
running, filming, ideas & tactics

DooMfienD
<doomfnd@cdc.net>
running, ideas & tactics

Berj Doudian
<berj@loop.com>
ideas & tactics

Juha Kujala (Perkele)
http://www.modeemi.cs.tut.fi/quake/
<jmkujala@cc.jyu.fi>
running, filming, ideas & tactics

Peter Markstr”m
<peterm@communique.se>
filming, ideas & tactics

Simon Nordberg (Hatti)
<hatti@earthling.net>
running, filming, ideas & tactics

Nolan Pflug (Lord of Radix)
http://PlanetQuake.com/NSD/
<nolan@fyi.net>
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)
<jpreshin@undergrad.math.uwaterloo.ca>
ideas & tactics

Stefan Schwoon
<ssch0098@rz.uni-hildesheim.de>
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)
<dmp@dc.jones.com>
filming

The new E1M3 run was a result of hs! running our challenge as Skillz
Test #4. Our thanks to him and his contest page, at
<http://skillz.stomped.com/>

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 <http://PlanetQuake.com/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 <http://Razor.Stomped.com/> 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 <http://PlanetQuake.com/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 <http://Razor.Stomped.com> 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 <http://PlanetQuake.com/QdQ/>.

(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 <http://PlanetQuake.com/QdQ/FAQ/>.

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, <http://PlanetQuake.com/QdQ/FAQ/>.

(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
<http://PlanetQuake.com/QdQ/> 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 <QdQ@PlanetQuake.com> 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.
