Username:
B
I
U
S
"
url
img
#
code
sup
sub
font
size
color
smiley
embarassed
thumbsup
happy
Huh?
Angry
Roll Eyes
Undecided
Lips Sealed
Kiss
Cry
Grin
Wink
Tongue
Shocked
Cheesy
Smiley
Sad
page  <- 12345678910 -> <- 1 .. 3 .. 10 ->
--
--
List results:
Search options:
Use \ before commas in usernames
Edit history:
Omega: 2004-10-06 07:22:05 am
It's been two weeks, WHERE ARE THE UPDATES.

EDIT: where are the updates please? Smiley
Hey Ho Let's Go
They'll come.... eventually....
MY NAKED EYE IS USELESS

also I did e1m3 nr in 31 seconds Grin
Mumma
New demo from Horvath. e2m2_034...
Edit history:
Droog_Andrey: 2004-10-13 11:37:59 pm
Thunderbolt Forever :)
Magnificent...  Shocked

I'll never believe that demos can be optimal.

E2M1_007?
Add some boost from monsters.

E1M3_024?
Will you be surprised if the next demo from Peter is e1m3_022?

Me not.
Edit history:
Droog_Andrey: 2004-10-14 01:05:38 am
Thunderbolt Forever :)
And, finally, an idea.

If some day (who knows?) Quake is done in 11:36, a pretty logo will fit the run... here's a quick paintbrush draft:



I'll ask my friend to make up something better in Photoshop this evening...
Quote:
New demo from Horvath. e2m2_034...


AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Edit history:
Omega: 2004-10-17 08:03:32 pm
Now that I've come to my senses, let me say that I expected this one to be improved by maybe one second with the use of that fiend boost early on, but FOUR SECONDS!????

EDIT: But really. We ain't gonna see E1M3_022. We knew that some improvements were possible for e2m2, and Peter was able to add another trick to it which we didn't expect. But E1M3 is such an incredibly fast-paced level. There's no way yet another trick can be added because of the low amount of health. You could theoretically add a fiend boost at the beginning, or maybe a zombie grenade jump out of the water (probably not possible, though), but it's not possible with the extreme low amount of health. You could only add in an extra trick after Connor picks up some health before exiting the level, but at that point it doesn't even matter anymore. Not enough potential to tear off 8/10ths of a second.

And we already have E2M1_007, heh.
Since there's not been any posts for over half a month, I'm starting to wonder if you're working at all. how's things going? any improvements gained since last update?
well, Stubgaard is currently almost entirely offline at the moment (moving flats or some useless excuse like that), so any updates that have been sent to him will most likely be sitting unread in his inbox.
Hey Ho Let's Go
As mwh said, I don't have an internet connection at the moment, so I haven't checked my PQ mail since I moved.

You can always ask in #qdq if they know anything about any new demos being recorded.

Oh, and for you guys who wish to send me demos or whatever, you can do it via thomas@theplayoffs.dk
Poor stubby.  Cry
it would seem that this project is dead :(((
Mumma
The project is not dead.

There's just not very much happening with it just now.

What you may not know is that many of the later QdQ productions have taken several years to complete. But eventually they will be released. And so will Quake done Quickest.

If you are desperate for some QdQ action, just hang on. You might be up for a pleasant surprise very, very soon!  Grin
Edit history:
OpenGL: 2005-02-28 01:37:57 pm
I love YaBB 1G - SP1!
today i came up with some ideas on e3m6, and i just wonder if you've already calculated that. as we all know, without the invisibility, health is really a problem on this level.
first of all, we shall always ensure 100 health at the silver key door(shall not be too much trouble, as there are some health on the way to silver key). after the gold key door, we can do a minor damage rj from the stairs to gold key, which takes only about 40 damage, much better the the midair rj from the fiend, so we still have enough health to do the rj up the lift later.
omg! wtf?
is there any coop QDQ project undergoing?
Hey Ho Let's Go
Quote:
is there any coop QDQ project undergoing?


There's actually one that's finished... but we're still trying to sort out a few remaining issues before we release it.
Edit history:
Aquashark: 2005-04-15 03:25:18 pm
omg! wtf?
so how long will it take? i'm very anxious to watch it  Shocked
Hey Ho Let's Go
*Knock* *Knock* Anyone alive? It seems that Mathias Thore is! He has been busy this weekend with the "Wind Tunnels"... NO! I'm NOT talking about his nasty farting behavior, I'm talking about e3m5! He has improved Jozsef's e3m5 by 1 second to 0:35  Smiley

Go watch it now bitches!
http://speeddemosarchive.com/quake/projects/qdqwavp2/
Edit history:
Omega: 2005-06-04 12:33:49 pm
Wow, this project is alive! Go, guys 'n girls, go!  Grin

EDIT: Mandel made a nice demo there, but what about the wind stopping trick? Can anyone reperform it?
How about calling it Quake done Quicker, Quicker? qdqq?
Mumma
Omega: Yeah, the wind tunnel stop... heh... You're talking about the stop at the second tunnel I suppose? I guess it could earn a second, yeah.

But I have never been able to perform it right. It happened to me once by accident, but when I try to do it by will, best thing I can get is a stop at the top, and when I try to get away from the tunnel it throws me in the air again.

Peter's demo from qdqwav is just odd  Smiley wonder how long it took him to get all quickstops right!
Edit history:
gravity: 2005-06-18 05:19:47 pm
I love YaBB 1G - SP1!
Quote:
Omega: Yeah, the wind tunnel stop... heh... You're talking about the stop at the second tunnel I suppose? I guess it could earn a second, yeah.

But I have never been able to perform it right. It happened to me once by accident, but when I try to do it by will, best thing I can get is a stop at the top, and when I try to get away from the tunnel it throws me in the air again.

Peter's demo from qdqwav is just odd  Smiley wonder how long it took him to get all quickstops right!

In the old qdqwav .txt I think it mentions that the stops are easier to do with a slower computer/lower framerate, which is maybe why newer demos don't tend to have them.

edit: if that e2m4 run is made optimum, it looks like the final improvement could be 5 or 6 seconds or something, which is huge for the 4th iteration. Then again e2m4 always seemed like the hardest/most room for improvement run.
omg! wtf?
mkay..
i watched the Rabbit Run again a few minutes ago and i was like in one of those "wtf?" moments.
in your update from Thursday, June 16th by Stubby - Dining With The Devil "Peter Horvath totally fucked over Jozsef Szalontai's Easy Run" with a time of 22s using that very cool trick, but what's the actual worth of this demo since in tRR the time from Crypt of Decay is 16s ??
Hey Ho Let's Go
The e2m3 demo from tRR is not done from scratch. In tRR the player already has the grenade launcher from e2m2.