******************* QuakeFest 97 Presentation Demo *********************

DEM Title         :QuakeFest 97 Presentation Demo
Filename(s)       :It's all in pak0.pak
DEM Version:      :1.09 (WinQuake)
Map(s)            :E1M1, DM4, DM6, DM10, HIPDM1

Play Type         :Free For All, One vs. One
No. of Players    :8
Perspective       :CZ.Holesinswiss, CZ.Spectre, SS|M0rT
Length:           :11:31 (approx.)

Author of demo    :Russell McDaniel (CZ.Holesinswiss)
Document auther   :same
Email Address     :mcdaniel@packy.findlay.edu

Tools used        :KeyGrip 0.7b, Film At 11 0.95b, LMPC, WinPack 1.2,
                   QPed 1.62, Cool Edit 96
Build time        :35 hours (approx.)

CPU/Connect       :Various Pentium class machines connected via
                   10 megabit cards and twisted pair wire

Special           :This demo requires Quake Mission Pack No. 1
Description       :Recorded at QuakeFest '97 Part III in Findlay,
                   Ohio 8/97. Various demos edited and compiled in
                   an M3 highlight reel format.

************************************************************************


Installation & Running Notes
--------------------------------

***  This demo requires Hipnotic's (Ritual) Quake Mission Pack No. 1,
***  "Scourge of Armagon"

To install this demo, make a directory under your Quake directory and
name it whatever you like. Unzip QFDEMO.ZIP into the newly created
directory. Under the directory you just created, create another
directory called MAPS.

You will need to use a PAK file tool (such as WinPack or QPed) in order
to extract a needed Mission Pack No. 1 map. Open up the PAK file in your
HIPNOTIC directory and extract HIPDM1.BSP. Copy this file into the MAPS
directory you just created.

[ Side note: The map DM10 is a deathmatch map I whipped up for the    ]
[ QuakeFest and is already bundled in the PAK file. Feel free to use  ]
[ it if you like, although I haven't formally released it at this     ]
[ point. (Just remember to leave credit where credit's due. :)        ]

You should be all set now. Run QUAKE with the -GAME <dirname> option,
where <dirname> is the name of the directory into which you unzipped
the QuakeFest demo files.

The demo should default to 320x200 video resolution (under WinQuake),
but if your system can handle it, I highly recommend switching to
640x480 to run the demo. It generally just looks so much better that
way.


Demo Stats and Information
--------------------------------
The machine this demo was created on is a Pentium II 266MHz with
128MB RAM, 7GB harddrive, Matrox Millenium II w/8MB RAM, Diamond
Monster 3D w/4MB RAM, and a 17" Sony Trinitron monitor. Timings
and framerate statistics were generated under GLQuake at 640x480
and 15-bit color with shadows turned on and all the rest of the
neato features (transparent water, etc.) turned off. None of the
little GL performance tweaks were used either.

The demo was designed aiming for systems running in the 30-35 FPS
range. If your system is significantly faster or slower than the
target range, the music isn't gonna stay in sync with the demos.
No big deal there, it just isn't gonna look and sound as cool. :)

There's some spots that get "Invalid Skin" errors in a couple of the
demos. We were using modified progs for most of the weekend that had
some multi-skin code in it, so I'm sure that's what's causing it. It
didn't start having the error until after I chopped up the demos. The
necessary player model for the skins is provided in the PAK file, so
you can see the skins despite the errors. If anyone has any clue why
the error is happening and a way I can fix it, please let me know!

Just FYI, in the low gravity segment, assGoblin is SS|M0rT and Zero
Cool is CZ.Spectre. Oh, and disregard the scores you might see popping
up in any of the fragfests. Many of the frag updates in the demos get
cut when you're hacking and chopping away at a demo, so the frag
counts are not at all accurate.

Demo          File      Size(KB) Map    Soundtrack                  Time  FPS
-----------------------------------------------------------------------------
Introduction  intro.dem      56  E1M1   quakeracer.run3 (QRally)    00:30  30
Opening DM    opener.dem    269  DM6    Sex Type Thing (STP)        02:05  28
Lo Grav Intro logravin.dem   60  HIPDM1 quakeracer.loop2 (QRally)   00:25  40
Lo Grav       lograv.dem    815  HIPDM1 Let Me Drown (Soundgarden)  01:59  20
1v1 Intro     1v1intro.dem   35  E1M1   quakeracer.run1 (QRally)    00:18  30
1v1a Sequence 1v1a.dem       83  DM6    Welcome to the Jungle (GNR) 00:33  26
1v1b Sequence 1v1b.dem      178  DM4    Welcome to the Jungle (GNR) 01:36  28
1v1c Sequence 1v1c.dem      103  DM6    Welcome to the Jungle (GNR) 00:41  27
Finale Intro  fintro.dem     40  DM10   Deadlock (misc. MOD file)   00:23  58
Finale        finale.dem    507  DM10   Voodoo People (Prodigy)     02:23  27
Credits       credits.dem    58  DM10   quakeracer.run2 (QRally)    00:38  50
-----------------------------------------------------------------------------
Total                      2204                                     11:31


About QuakeFest 97
--------------------------------
QuakeFest 97 was actually a set of three LAN parties my buddies in Clan
Zebu and I put together here in Findlay, Ohio over this past summer,
each one growing slightly larger, but mainly catering to the local (small,
unfortunately) Quake community. The demo draws its material from the
third (and largest) of the three QuakeFests.

For the third QuakeFest, we had a guest that travelled further than
most of our other guests to check out the action:  SS|M0rT. To say he
schooled us all that weekend would be putting it pretty lightly. :)

Putting together these LAN parties was a load of fun and we look forward
to doing it again for Quake2 come next summer.


Credits
--------------------------------
Thanks to:
   - id Software for Quake
   - David Wright and Chris Sykes for KeyGrip (just wish v1.0 would've
     been released when I started doing this :) and the inspiration
     for this demo with their M3 Highlight reel
   - Eric Stern for Film At 11
   - the Impact Team for letting me use their cool QuakeRally music
     for the intermissions
   - the rest of my buddies in Clan Zebu for helping with equipment,
     cash, and other stuff, and to everyone else that showed up helping
     to make QuakeFest 97 the kickass little set of LAN parties it was
   - a zillion others who've selflessly released endless documentation
     and numerous Quake utilities that directly and indirectly
     contributed to the making of this demo
