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- Quake redone Quick
- Frequently Asked Questions
- ------------------
-
-
-
-
- (0) Index
-
- (1) What for?
-
- (2) Why... ?
- (2.1) Why is the movie-version Win32-only?
- (2.2) Why is the run slower than QdQwav?
- (2.3) Why did you hide the easter-eggs?
-
- (3) How... ?
- (3.1) How did you time the run?
- (3.2) How did you record the run?
- (3.3) How did you turn it into a movie?
-
- (4) Which... ?
- (4.1) Which utilities did you use?
- (4.2) Which were your sound-sources?
-
- (5) Miscelaneous
- (5.1) Who helped you out with the run?
- (5.2) What's the history behind this project?
- (5.3) Will we see some more stuff from you in the future?
-
- (5) More Questions?
-
- ------------------------------------------------------------------------------
-
- (1) What for?
-
- You've answered that question by yourself already :)
- No, seriously - people usually get frightened by that huge QRDQ.TXT, so I
- decided to split the seemingly unneccessary stuff from the important stuff.
-
- That's why I've created this small FAQ.
-
- If you're rather refering to the run itself... well, call it destiny :) To get
- this far, it also requires a good amount of challenge, fun and spare-time :P
-
-
- (2) Why is... ?
-
- (2.1) Why is the movie-version Win32-only?
-
- Because I took advantage of the MP3 format, and the tool used to convert it to
- WAV is Win32-only. Simple as that :}
-
- (2.2) Why is the run slower than QdQwav?
-
- QdQwav is another Nightmare run by the QdQ team, which was released exactly
- one year ago and which was 48 seconds faster than QrdQ. The reason for this
- run beeing slower is that I did every major thing by myself; talk about
- running every single level and refilming them, plus producing, testing etc.
- the final product. I wanted to make sure that, apart from a few tech-help-bits
- by third-party-members, the entire thing was produced by one single person.
-
- This decision had it's disadvantage of course: I couldn't simply focus on the
- 4-5 maps I play best on, and polish them for weeks like as if working in a
- team. It's very hard to optimize such a lot of maps parallely, since once I
- improved some of them, I could've improved some of the others as well, due to
- the new skills I gained during that time, and so on. The same applies to
- recams: tweaking all of those way-too-hectic moves of some of my older ones
- would have delayed the (fairly too late) release-date of QrdQ more and more,
- and at some point I simply had to stop myself tweaking and improving,
- otherwise I would've probably never got done.
-
- Optimization is a curse.
-
- (2.3) Why did you hide the easter-eggs?
-
- Hehe - because people like that kind of hidden stuff. It's almost tradition at
- QdQ to include a secret code in the menu :)
-
- Oh and if you haven't figured it out yet... well, yea ok then you must be
- pretty dumb actually :P Anyways, think about the name or rather URL of the
- site you've dowloaded this movie from. Or simply check the PAK files. Or the
- CONFIG.CFG Quake generates, or... well you've got it by now, right?
-
- Btw if you search for the easter-eggs the lone-standing first-person version
- of QrdQ, you won't succeed. I've removed them in order to yield down the file-
- size. You will have to get either the movie- or the full-version in order to
- access them. So much about the disclaimer ;)
-
-
- (3) How... ?
-
- (3.1) How did you time the run?
-
- I should probably clarify exactly what I mean when I say that my run of
- Quake is performed in 13:11. There are several possible ambiguities to deal
- with when timing a demo, particularly one spread across the whole game.
- Today, speed-runners have settled on what they think are the most sensible
- ways of resolving them and all of them (including me) use QdQstats to record
- their demos.
-
- (3.1.1) Timing a regular level
-
- Of course, I use the Quake's built-in timer. In fact, this makes the times
- longer than they really are, since the timer starts at 1.39999998 seconds at
- the beginning of a demo, however there is a small trick I did NOT use to gain
- 0.2 seconds there. The times are taken from the intermission screen, i.e.
- fractions of seconds are discarded.
-
- Now it can happen, when Quake plays back a demo and the time is _very_ close
- to the next second, the timer may tick on to the next second before the engine
- reads the time following the start of the intermission, and Quake could
- display a time that is one second larger than the time shown when the demo was
- originally recorded.
- Whether or not it occurs depends on how close to the next whole number of
- seconds the demo time actually was, and it also depends on the speed of the
- computer you are playing the demo on. An example for this is E1M6, which time
- is 0:10.97 - close enough to 0:11 that some computers will display a time of
- 0:11 when they playback the demo, even if it really is a 0:10 demo.
- Fortunately, QdQstats always displays the correct time on the console, and to
- give you somewhat of a proof, I kept these messages so that you may have a
- look at them by pressing "toggleconsole" once the intermission screen appears.
-
- (3.1.2) Timing START
-
- I didn't make an effort to run the start map as fast as possible, because
- there's no intermission screen at the end of it, and you enter it more than
- just one time.
-
- (3.1.3) Timing the whole game
-
- Of course, the time for the whole game is the sum of the times for the
- individual levels.
- Note that you have to follow some rules when making a game run. One of them is
- collecting all four runes - this is a must if you want to reach the END level,
- and until today I know no trick of how to skip this unpleasant part of the
- game :P
-
- (3.2) How did you record the run?
-
- This run was created by recording a demo for each level individually, since
- this made me able to include more tricks and reduce the time. However, I was
- very careful to ensure that the finished product really IS a continuous run
- through the game. I start each new level with the correct statistics relative
- to the previous level, except that the Quake engine always grants you a
- minimum of 50 health and a maximum of 100 as well as a minimum of 25 shells,
- and disables all powerups whenever you start a new level.
-
- Continuity is very important - it adds a lot of strategy to the game, since
- items that one finds in earlier levels can be used in later ones, but those
- that one avoids to save time cannot. Many subtle interconnected decisions have
- to be taken, e.g. sacrificing 2 seconds at e4m6 to get the rocketlauncher in
- order to save even more time in e4m7. If you are interested in the routes of
- individual levels, or the history of individual tricks, check ROUTES.TXT
- included in QdQwav!
-
- If you find any continuity problems with this demo, *please* tell me. I think
- I've double-checked everything twice and triple, but I it's never 100% sure if
- a single nail hasn't probably been forgotten ;) Thanks!
-
- (3.3) How did you turn it into a movie?
-
- Since this run does not represent the latest state-of-the-art of speedrunning,
- I've decided to refilm the demos to be shown from an independent camera per-
- spective, in order to make the run more entertaining for the viewers. To do
- that, I used a utility called ReMaic. One writes a screenplay for the level
- and uses the tool with it to produce a remade version of the original demo.
- See section 4.1 for more information!
-
- Several other changes I made were adding a few additional sound-fx and one-
- liners, adapting a modified eyes-model from Scourge done Slick, which makes
- the position of an invisible player more obvious for the viewer, make the
- player lose various amounts of blood when badly hurt, and, finally, adapt
- some of the models from the DeathMatch Essentials mod as well, to show which
- weapon the player is currently holding.
- I didn't change anything to mislead you about the play in the demo, of course.
- You can always watch the first-person demos if you prefer the Quake experience
- you are more used to!
-
-
- (4) Which... ?
-
- (4.1) Which utilities did you use?
-
- These are the tools I required to produce this movie:
-
- Cool Edit <http://www.CoolEdit.com/>
- Commonly used sound-editor. Features quite a lot of options, and is also
- rather easy to use.
-
- DemoRelise (unreleased)
- Tiny hack that changes a demos starting-statistics relative to those the
- previous level ended with afterwards.
-
- DemTool <http://www.PlanetQuake.com/QdQ/>
- Fairly too much features to be listed here, especially since almost every
- single one became useful for me!
-
- LMPC and DemCut <http://www.PlanetQuake.com/DemoSpecs/>
- To turn a binary demo into an ASCII textfile and to merge demos that were
- recorded on different levels.
-
- QdQstats <http://www.PlanetQuake.com/QdQ/>
- The allmighty QdQstats, including features such as a more precise timer, a
- grenadecounter, cheat-protection and of course the possibility to change your
- starting statistics.
-
- Remaic <http://www.PlanetQuake.com/ReMaic/>
- "Refilm existing movie, altering it's camera" - used to recam the demos from
- an independent camera-perspective.
-
- StrangeUtility <http://www.StrangeCompany.org/>
- Supports MP3 conversion for Quake PAK files. Great help in squeezing the
- filesize!
-
- Ultra Edit <http://www.UltraEdit.com/>
- Cool text-editor which can be used for almost anything. Highly recommended!
-
- (4.2) Which were your sound-sources?
-
- Here's a list of the sounds I used in the movie-version, along with their
- source, in order of appearance. I hope there's nothing illegal with it - to
- quote Anthony: "Hey, it's a free plug, people!"
-
- MAP: DESCRIPTION - SOURCE (INTERPRET/ARTIST/COMPOSER)
- ------------------------------------------------------------------------------
- menu-map: ambient sound - "Come On Feet" (Quasimoto)
- intro: fanfare - "Carmina Burana - O Fortuna" (Carl Orff)
- theme - "Callin the shots" instrumental (Planet Asia)
- e1m7: intermission - "Get Down Baby" instrumental (Al Tariq)
- e2m6: jukebox - "Oops!... I Did It Again" (Britney Spears)
- - "The Real Slim Shady" (Eminem)
- - "Bad Touch" (Bloodhount Gang)
- - "Runnin'" (Pharcyde)
- e2m6: intermission - some beats from the "Mad Lib Remixes" EP (Mad Lib)
- e3m2: zombie-groaning - cut from "The Maggots" (Simon Boswell)
- e3m3: popping sound - www.SoundAmerica.com (unknown)
- e3m4: knocking sound - ICQ (ICQ Inc.)
- e3m5: windtunnel fx - www.SoundAmerica.com (unknown)
- - Worms 2 (Team 17)
- e3m6: jingle - "The Unseen" (Quasimoto)
- e3m6: intermission - "99.9%" instrumental (Jeru The Damaja)
- e4m2: advertisment - System Shock 2 (Looking Glass Interactive)
- e4m7: intermission - "Place Of Birth" instrumental (Planet Asia)
- end: Shub-telefrag - "Tale Of Five Cities" (Peanut Butter Wolf)
- credits: closing sound - "Defined By The Dollar" instrumental (Encore)
- egg5: e2m4 underwater - "Jaws Theme" (John Williams)
-
-
- (5) Miscelaneous
-
- (5.1) Who helped you out with the run?
-
- There are different people who helped me out by giving me hints, writing small
- helper-tools or just encouraging me. Almost everybody I know through speed-
- running scene would deserve mention, but I'll try to list only the most im-
- portant ones:
-
- Stefan Schwoon - he wrote the tool which created the (constant) slow-motion
- used at the end of, err, END. But not only that, he also
- was a great help ever since I started speedrunning by
- supporting me with all my projects, helping out with several
- tech issues, introducing me to new knowledge etc.
- Without exaggeration, none of my projects (QdQwav, QrdQ, CoT)
- would have been possible without Stefan's help, nor would my
- current site "Ill Mind Moves" be. Let it be spoken out
- officially at this point: Thanks, Stefan!
-
- Anthony Bailey - he was the one who got me aboard the QdQ family back in '99,
- and during his more active times also a great help con-
- cerning all that tech-stuff I was so new to. For example the
- the base-skeleton of the menu-code was originally written by
- him, and we both tried to find a way to have constant slow-
- motion in the original Quake release before Stefan came up
- with his idea.
- I also think that I wouln't have come very far without
- Anthony's help, as well as QdQ in general. Big respect, old
- man!
-
- Attila Csernyik - he built the menu-map, which does also contain some QuakeC,
- and wrote the patch which puts the missing loop-marker in
- the converted MENU.WAV. Due, he also worked as a tester
- and gave me some running-hints along my way, just as his
- (real-life) friend Peter Horvath. I would have probably
- never figured several tricks out without the help of these
- two guys (proper bunny-hopping, the e4m1 curl etc.), which
- makes their importance for the success of QrdQ obvious.
-
- Attila is one of the most talented persons I know, alone by
- the fact that his talents are so wide-spread: he's a coder,
- map-designer, kinda grafic-designer and music-composer, and
- one of the best speedrunners around! I guess there's loads
- more I just don't know yet ;)
-
- Anthony Oetzmann - he composed the banjo-tune used in e1m7 for me, and does
- virtually know everything about music and sound-formats or
- sound-tech in general. I couldn't take as much advantage
- of his skills as I would have liked, since all that sound-
- file-dealing over the net is quite bandwidth-expensive, but
- I can only recommend him judging from what I've recognized
- during the progress of tRR - very professional working guy.
-
- (5.2) What's the history behind this project?
-
- To be honest, I could write books about QrdQ's history nowadays, but I'll try
- to give you a short overview about the developement from the first idea until
- the finished product you're holding in your hands.
-
- It was at the end of 1996 when I first saw this awesome piece of software
- called "Quake". The first time I played through was on the 486 DX2 of my
- brother, and still using keyboard just as everyone else. One thing I remember
- really good was talking with a friend on the phone for hours, who played the
- game parallely, but on Normal skill - unlike me, as I found Normal skill just
- too hard to solve!
- However, although lacking a proper storyline or script, Quake somehow got me
- with it's moody athmosphere. Unfortunately, it ran very slow on my brothers
- comp, even under low resolutions. That's why I started focusing on Duke
- Nukem 3D instead, which gave me a great time for more than one year - first
- off Single Player wise, but later also in Multiplayer.
-
- It must've been in the beginning of 1998, when Quake 2 saw the light of the
- gaming-world, and with it also the first OpenGL card. This was the point when
- I started playing Quake again, at last with a halfway-acceptable framerate
- even on my poor K5 133! (note: I know the harcore-players among you also
- played NQ via the net with their 486 :) Now it became more and more part of
- my time I spent on the computer, and once I had found the neat recording-
- function, I was completely hooked! This was a feature I always missed in
- Duke Nukem 3D (and in virtually every other Single-Player game as well) be-
- fore, since this meant that I could not only claim that I had acchieved some-
- thing like one of my dozens of 100% runs through Duke Nukem 3D, but also proof
- it with a recording!
-
- The first thing I did straight away was trying to get a first Nightmare 100%
- attempt on tape, finishing off in three-hours-something, which was quite a
- bad time even for the standards of '98 already :P I soon noticed that it re-
- quires some more, new (or different) skills to master Quake - but this did
- only stir my motivation even more!
-
- Kinda point of frustration was reached however, once my brother had introduced
- me to QdQ and SDA. Not really, but I was (as everybody else out there) just
- totally stunned by the awesome play in Quake done Quick and Quake done
- Quicker, which he happened to show me for the very first time. During the
- next weeks I found my joy in downloading half of SDA from the flatrate at
- university, and receiving my daily dose of adrenaline by that way :)
-
- However, after the dust had cleared, I decided that I should do 'something
- like this' by my own as well! Even if not faster than QdQr, then at least
- improving the 19:49 time of the original QdQ run. This was wayyyy cooler than
- anything else I had seen beeing done within a computergame-game before!
-
- Everything started with e1m3. Yonathan's slope-grenadejump was the basic trick
- required to complete the first episode in an acceptable time.. It was the
- first trick I had to spend days, no, weeks until I managed it at a somewhat
- 'regular' base. As a start, I was able to yield the times on this map from
- >1:30 to 0:43, and supplemented the rest of the episode on the plain, very
- first route used in QdQ_1949. I finished in three and a half minutes, which
- was still quite slow but at least something!
-
- Still, I was far far away from anything worth showing. The point when I
- seriously got started was when I finally managed to do the slope-grenadejump
- in e1m4. I had chosen to improve Yonathan's run from QdQr since it was known
- since QdQlite, that the grenade could be thrown much faster than Yonathan did
- his demo - everybody just was too lazy to redo the run on Nightmare skill with
- only a small entry on the QdQ improvements page as a reward :P
-
- I sent several runs of e1m4 to QdQ, along with an explaination of my plans,
- and what I had done this run for. Soon I got reply from both Anthony and
- Stefan encouraging me to organize such a project in a 'general improvement-
- style' together with the help from the team! Of course I felt very honoured by
- that offer, and started mobilising some runners for that project. I didn't
- drop my idea of an own run of course - on the contrary, my skills (running-
- and tech-knowledge-wise) got better and better with that task, and I finally
- made the step over to run other episodes apart from only episode 1.
-
- About half a year later, at the end of 1999, I was finished with the first
- complete version of Quake redone Quick. Although I had some troubles with
- e2m5, I was very satisfied with the final result, beating my own estimations
- by lengths, and also imprving QdQr by two minutes. The education @ QdQ had
- shown it's effect, and due to the from-scratch Nightmare runs from SDA lacking
- wider popularity, and QdQwav still beeing in developement, QrdQ received very
- great attention from the gaming community, and loads of positive feedback from
- the viewers. It seemed to me as if the major part of peoples was already a fan
- of QdQ itself, but not that interested in all their other great projects apart
- from the 'classic' Nightmare runs. Such, QrdQ was with all it's claimed-to-be-
- new technics and tricks (compared to QdQr) a big success. The idea of re-
- filming it came up with the massive amount of requests for more!
-
- I didn't get off my feet until december 2000 though - and from there, it still
- took more than half a year to finish! Refilming 13 minutes of speedrunning-
- footage and improving the run parallely can be very very time-consuming, you
- bet! Besides, I was working on my new website "Ill Mind Moves" at the same
- time, which let the whole thing look like a full-time job to me sometimes,
- without getting paid of course! Luckily the timing was just right not to
- mess up too much with new REAL full-time education which started right now,
- while I'm typing these lines (visually, of course).
-
- Allright, that's a snippet of what comes to my mind at the moment. I won't
- probably double-check this section again, since it ought to be authentic and
- personal at the same time. I hope it was not too much - as I said, I could
- fill books if I wanted!
-
- Just don't mention QrdQ's history in my presence anymore ;) I won't stop
- talking for a while :P Even now I hope I don't have forget anything essential,
- but who cares. After all, this section was mostly created for myself anyway :)
-
- (5.3) Will we see some more stuff from you in the future?
-
- Since I'm starting my education and "real" real-life right now, I don't know
- how much time there will be left for Quake. I would have some neat ideas, and
- also the motivation (although QrdQ pushed my patience pretty much to its
- limits), but the problem, as always, is spare-time. First of all I'll try to
- keep my brand-new site running, and do something useful for tRR. Time will
- tell if I will ever put my hands on such a large project again.
-
-
- (5) More Questions?
-
- If you still got questions, send some e-mail to Nagasaki@PlanetQuake.com, and
- I'll try to answer as soon as possible.
-
- What I want to avoid is people claiming all I produced was some hacked-up
- cheat or something. It isn't. Rather contact me instantly instead of flaming
- around without any proof.
-
-
- ***
- -[AK]Nagasaki 2001/9/13
- http://www.PlanetQuake.com/illmind