Quake Intro Demo Damian Scott TeamFortress Software --------------------------------------------------------------- Installation: 1. Make a directory called "qintro" under your quake directory. 2. Unzip the qintro.zip into that directory. 3. Run quake with the "-game qintro" parameters. E.g. if you usually run quake like this: quake -winmem 20 -nojoy run it like this instead: quake -winmem 20 -nojoy -game qintro Note: The demo does a lot of tinkering with the "fov" command. This has two unfortunate side effects. 1. If you break out of the demo in the middle of it, your fov could well be at a weird value. Type this at the console to set it back to normal: fov 90 2. GLQuake does _not_ support the "fov" command at all. Don't watch this demo in GLQuake. The FOV commands are in there for a reason... watching it without FOV is like watching The Sound Of Music. You just don't do it. --------------------------------------------------------------- About this demo: This demo was designed to "replace" demo1, which was, IMHO, a great let down when accompanied by NIN's great "Quake" theme track. Unfortunately, the demo can only be played on its own as a -game argument; if you play quake from this argument, you will find that you are missing a few sounds, namely those associated with tempentities. It seems if you want the effect of spawning, then you gotta have the .wav to go with it, or go without both. Annoying, but minor in consideration. There are 2 versions of the demo, one with the NIN track built into it, and one that expects the NIN disc to be in your cd drive (should it ever leave it?). NIN in mono at 11hz isn't doing anyone justice, so do yourself a favour, and get out that Quake disc you bought all those months ago, and enjoy the show :) This version is the no-CD version. Make sure you don't have a CD in your drive when you watch the demo. Thanks to: Robin "Bro" Walker for his help with the more "intricate" pieces of editing; and Demop, the program that made the finer points of demo editing possible for a code spaz like me. Please don't ask for the camera/editing code - Demop was written to overcome specific problems that are unique and different in every demo, and consequently is nothing more than an extension of Film at 11's already impressive features. An older version of the camera QuakeC code can be found in the TF 2.5 source code, available from http://www.planetquake.com/teamfortress, and is freely available to those who can extract it and use it without our assistance :) Special Thanks to: The LAN Actors Vomit God, Strife, Athlore, SumoGrim - you all found out the hard way that there is no glamour acting for Quake movies...take some consolation in the fact that editing them is just as, if not more, fun than posing for the camera :) Eric Stern for Film at 11 - if you wanna edit demos, then go no further. The most intuitive editor I saw. American McGee - for designing the definitive Quake look, without which Quake would've been an incoherent visual mess. Trent Reznor and Nine Inch Nails - for their fantastic attempt at providing some continuity to the visual disparity that is Quake. And last but never least - Id Software for producing such a modular engine, and a life experience to boot! Demo makers' tip #1: Never, I repeat, NEVER trust the $^##@^@^%@! time stamps! They are utterly misleading and thoroughly evil! ;) Pray that Quake2 is a little more consistent. Damian Scott aka [ao] HarsH - (scab@teamfortress.com) Copyright TeamFortress Software, 1997.