******************* 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 option, where 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