Do you know one cool thing about the "end" map? The original source code of Quake has a bug for the animation of the entity that teleports you (the one you're supposed to take when it's inside Shub Niggurath) - it's actually meant to spin along several of its axes, not just be stationery like in your video. I actually fixed this bug in a mod I had developed with a guy called 'hexum' called exCoop - a QuakeWorld Coop mod. :)
Very happy my accident 21 years ago was able to inspire Stubby, and be a small spark towards things. Also glad I still had that demo to show you. Epic video as always! I shared it on my channel.
@@Fantax92 Seriously. Going through the history of games without demos is a nightmare, half the time all you have to go on is forum posts. sometimes you're lucky enough to have a compressed to hell postage stamp, or even a vhs tape, but not often.
The calm narration is one of the biggest reasons I watch this channel. I'm so tired of everyone screaming and throwing sound effects around and it's nice to just be able to relax and enjoy a video for once. Please don't ever change that.
God damn, seriously? I had to watch this at 2x speed, and it was still painfully dull. He repeats some stuff 3 or 4 times, even. I don't think anyone watching a Quake speedrunning channel needs to be explained how Shub works, among the many other verry slowly explained basic concepts.
@@darkshadow851 I would guess that the majority of people watching this channel (myself included) don't usually watch quake speedruns, and all the info within the video was very helpful in explaining things. Maybe you should look elsewhere for content more catered to your desires. Gl
Wow, I downloaded Quake on its first day of release when doing my PhD. I can't believe I'm still learning its secrets almost 27 years later. Thanks for the great content.
@@davep8221 PhDs don't have a grade, it's pass or fail. I dont' know anyone who failed as it takes ~4 years. 4 of us were doing the same kind of topic (Laser Flash Photolysis) and the experiments used to take 8-10 hours to run, there was a lot of spare time :) This was well before 3D shading and dedicated gfx cards, pixels galore!
@ Chemistry, hence the avatar :). I was studying reaction kinetics, so I spent 3 years wearing green safety glasses in a lab filled with ticking lasers. There were 5 other PhD guys in the lab, all running similar experiments that took 3 or 4 hours to complete. Quake ran perfectly on our pentiums, many times we'd do all night deathmatches, great times. We even started a clan and played other unis, spent ages making our custom skins :)
It's kinda cool that both Doom and Quake's ultimate weapons had huge bugs that were due to the original idea for the weapons that had massive effects on gameplay.
@@MBCollector672 The tracers were intentional but certainly not in the way they're used in practice. Specifically they're very useful in deathmatch play as the BFG can be used for attacks that can't be anticipated and avoided (especially when combined with the "silent BFG" trick). You can literally get fragged by another player who shot a BFG ball at a far-off wall that you neither saw or heard.
Believe it or not, Quake STILL feels new to me all these years later. I remember hearing about it and reading about it LONG before it came out. We got it for Christmas 1996 but couldn't play it till one month later when we got our Pentium 133. It is such a well made game and the deathmatch was amazing.
Calling it now, those opening guitar strums are gonna be up there with the Summoning Salt synths in terms of speedrun lore by the end of the year. With the artful slow motion intros, it sets the scene so perfectly and gives everything an incredible sense of gravitas, whether it's a hard-fought push for perfection or just a weird obscure bug. You've landed on the perfect formula and I look forward to those moments where a new video drop is gonna be the best part of my day.
Your previous video on the 6 second E2M1 record was my introduction to your channel and I’ve been absolutely hooked since. I’ve binged everything and your videos have me hooked. You’re doing great work with the in-demo cinematography and storytelling pacing too. I’d recommend maybe giving the audience an indicator on the screen in slowmo so we know how slowed down a clip is from the real run. Eg. “20% speed”. As a player of source engine games these are so great because quake is the foundation of everything
I was born a year before Quake came out. I've played through it a while ago and learned its cultural significance stretches far and wide. In that time , I realized that although the in-game lore of Quake 1996 is shallow, the real-life lore of Quake is forever interesting to me. Videos like yours are excellent in telling its story.
Eyy I was also born in 97. Had quake as a hand-me-down from my older brother and it shaped who I am today. Always been fascinated by the dark, abstract dimensions and I still love stuff like that
@@strongbadman2 "it shaped who I am today" Amen to that. DOOM/DOOM2 had much DEEPER impact on me and and did in fact shape who I am but Quake also heavily influenced me and not a day goes by where I don't think of Quake. I remember waiting for Quake to come out while I was in high school and then we got the deathmatch working. HOLY CHRIST Quake deathmatch in the '90s was LEGENDARY. Imagine laughing so fucking hard and so much you literally cannot catch your breath and then screaming bloody murder at the CRT when one of your rockets connected with another player in mid air. There is nothing else like Quake.
@@Vile-Flesh when I was a kid I actually lived in garland TX where the id software building was and my dad used to tell me "that's where they made quake" and because I was so little I figured he meant they actually made it for us lol. probably part of why it was one of my favorites
never played quake but i'm really enjoying your content recently and i appreciate the calm narration - a lot of people are hard to watch because they're just a bit too upbeat. script is nice and straight to the point as well. highly underrated channel keep it up mate.
As someone who has spent a long time aim training for deathmatches with the lightning gun this honestly made my jaw drop. I've been playing this game for 10 years and I somehow didn't know this. I wonder if it was patched out in QuakeWorld?
I used to play as DooMfienD and did some routing/running on the original QdQ and QdQlite stuff. It’s so cool seeing how much the runs and tricks have improved over the years. Thanks so much for the video!
Today during work at the office between two coffees i thought „should be time for a new video about quake speedruns“. Thank you for sweeting my evening! Greatings from switzerland! Keep the torch alight!!!
Can you imagine being a lowly videogame grunt, waiting for your moment to shine, only to prematurely get zapped by a lightning bolt coming from absolutely nowhere
I don’t even play quake but ever since seeing one of your videos I have been visiting your channel on daily basis to see if you had uploaded a new one, great video.
I remember stumbling upon this mysterious bug myself when doing some modding. The vector math is so strange and nonsensical, like someone started implementing a feature and then went to lunch and forgot to finish it.
Not surprising, considering that the lightning gun was added late in development, and Id Software was running out of time to a point they had to start scrapping planned features (among other things the "super variant" of the lightning gun). The code was likely rushed.
man, your videous are so awesome! Eplained in all details, we can see how all things progressed, everything backed up with demos, nice chill music and your chill voice make these videos so great to look at!! Fantastic job!! :)
The greatest use of the Lighting Bug I've seen is used on the final map of the Rogue pack where you end the map without having to kill the dragon which is used for Easy and Nightmare Runs
Damn, I'm not a speedrunner or anything, but having beaten the game and playing years of Quake 1 and 2 in LAN more than 20-25 years ago makes me feel immensly proud for some reason!
Thank you for taking the time to make these videos, who would’ve thought there’re still things to be discovered after so many years. I wonder if it could have any implications in team games.
I recently stumbled across your channel and instantly liked it. As someone who played Q3 and QL for an excessive amount of time in the past 3 years, I'd personally love to see you covering a topic like DeFrag. like the history, most played maps (like dfwc2017_6), why those maps remaining relevant and popular to this day, etc.
Same here. Been an fps gamer since the first doom, mainly played consols then got into pro halo 1,2,3 and competitive cods but these videos have me hooked
15:08 tough pitch but would be cool if you did a speedruners react like they do with devs over at IGN channel . Like finding and talking to og runners . Maybe even ask quake devs to watch and talk about the strats
Wait, hold on, do I understand correctly that the Thunderbolt is actually supposed to deal _triple the damage it normally does_ because there's 2 extra hidden beams, but it doesn't due to a coding error causing those extra beams to fly off based on your rotation?
ahh what a pleasure to see how thjs 25 years old game is popular again. Regarding this bug: I was sure that this was some kind of wall-penetration bug or something simple like that. Never heard of existence of additional two rays. Wow. I wonder if you can die when water is struck by these additional bolts :P
that reminds me of a bug in the old video game Descent 1, where if you stuck the nose of your ship right up against a locked door, you could shoot the bots on the other side of the door (might've only worked with one of the weapons)
7:56 iirc only one of the beams will ever damage anything, i don't think it was intended to make the lg more powerful, but maybe just to make the aiming required a bit less precise? 8:24 "how far the beams travel is solely dependent on the players rotation" -- iirc this isn't quite right, it's also dependent on how far the central beam travels before it hits something awesome video as always :-)
I just tested this - you're right, the beams do also move around a little bit according to how far the central one travels! I'll add a note to that. As for the first point, I managed to hit different enemies simultaneously with each side beam. You can almost see it in the video at 9:15 on e4m8. Is that what you mean?
Fascinating. Does this 'bug' also work in QuakeWorld against other players? I have never heard of it and I played QW for 10+ years on the European scene.
@@quakespeedrunsexplained I am guessing it was already fixed by the late 90s in the original Kombat Teams (KT) as it was never a thing in the QW world.
Another thing that speedrunners have probably already considered, but I didn't see mentioned, was that this means if you're using the LG to melt a beefy monster like a vore or shambler, rotating around the monster so that your aim puts all 3 lines on them can make it faster.
Really enjoying these videos - please keep it up! As someone who loves Quake games for their competitive multiplayer I was curious if there is any overlap between the speedrunning and quakeworld deathmatch scenes-do you guys talk to each other? Are there any speedrunners who compete in deathmatch also?
Very interesting. In the last 10 years I've been playing Quake on the N64. It's funny, I actually think that the N64 slightly foggy graphics make the game look more sinister and spooky.
One thing still confuses me: given how common, populated and exacting online death matches were back in the day, how in hell didn't we notice that the LG worked way off to the side?
thats what im wondering too.. that was actually the first thing that came to mind when I heard about the bug. like how would nobody ever notice some random bursts of damage from a invisible source. i imagine it doe not come into play very often since players are usually moving their mouse quite a bit but still..
Honestly I think it was because it wasn’t a popular weapon, no one really knew that it worked that way, and while it was strong you had to have line of site on your target AND have good aim.
Same. Never seen or heard or experienced anything like this and I played a lot of Quake Deathmatch '97-'99 in pure DOS and later in Win95, software and GL. Then again, because of limited energy cells for it I didn't really use the Lightning Gun that much other than intentionally discharging into the water if I saw 2 or more Quakers going at it in the water. That NEVER got old.
My friend, I love your work, and I want you to take this in the best way possible I think your voice would be great for an evil villain like Gman or Dr. Betruger from Doom 3. I wonder what other voice work you've done in the past?
Guess some teleportation bug will be discovered - it will change Quake speedrunning. Every decade is a something new discovered, and facinating how based Quake game series is.
because of that weird pattern LG is probably one of the most original guns in vidya. I mean, HL1 tau cannon with it's cool ricochets is cool and all, but not "has 2 additional invisible firing lines with weird aiming tech" level of cool.
Watch Matt's companion video on the code behind the bug: th-cam.com/video/4gNYTqn3qRc/w-d-xo.html
Do you know one cool thing about the "end" map? The original source code of Quake has a bug for the animation of the entity that teleports you (the one you're supposed to take when it's inside Shub Niggurath) - it's actually meant to spin along several of its axes, not just be stationery like in your video. I actually fixed this bug in a mod I had developed with a guy called 'hexum' called exCoop - a QuakeWorld Coop mod. :)
Very happy my accident 21 years ago was able to inspire Stubby, and be a small spark towards things. Also glad I still had that demo to show you. Epic video as always! I shared it on my channel.
Amazing thing about Quake and Doom is the demos. We get to witness old speedruns and strat improvements decades later.
@@Fantax92 and in top notch quality!
Think about it!
it's always our -mistakes- *[Happy Accidents]* that the future generations learn from 😅
You're a gaming legend!
@@Fantax92 Seriously. Going through the history of games without demos is a nightmare, half the time all you have to go on is forum posts. sometimes you're lucky enough to have a compressed to hell postage stamp, or even a vhs tape, but not often.
The calm narration is one of the biggest reasons I watch this channel. I'm so tired of everyone screaming and throwing sound effects around and it's nice to just be able to relax and enjoy a video for once. Please don't ever change that.
And here I am, watching in 1.5x ...:)
God damn, seriously? I had to watch this at 2x speed, and it was still painfully dull. He repeats some stuff 3 or 4 times, even. I don't think anyone watching a Quake speedrunning channel needs to be explained how Shub works, among the many other verry slowly explained basic concepts.
@@darkshadow851 I would guess that the majority of people watching this channel (myself included) don't usually watch quake speedruns, and all the info within the video was very helpful in explaining things. Maybe you should look elsewhere for content more catered to your desires. Gl
@@sparky117SAS Yup, don't worry about that. Saw this video, gave the channel a shot, hated it, told TH-cam don't recommend it again, problem solved.
@@Venthe The modern attention span has been completely obliterated
Wow, I downloaded Quake on its first day of release when doing my PhD. I can't believe I'm still learning its secrets almost 27 years later. Thanks for the great content.
How much did it lower your grade? ;-)
@@davep8221 PhDs don't have a grade, it's pass or fail. I dont' know anyone who failed as it takes ~4 years. 4 of us were doing the same kind of topic (Laser Flash Photolysis) and the experiments used to take 8-10 hours to run, there was a lot of spare time :)
This was well before 3D shading and dedicated gfx cards, pixels galore!
You should do a podcast with Paul CZM Nelson 😉
I guess I should ask what your PhD was in first, though 😄
@ Chemistry, hence the avatar :). I was studying reaction kinetics, so I spent 3 years wearing green safety glasses in a lab filled with ticking lasers. There were 5 other PhD guys in the lab, all running similar experiments that took 3 or 4 hours to complete. Quake ran perfectly on our pentiums, many times we'd do all night deathmatches, great times. We even started a clan and played other unis, spent ages making our custom skins :)
It's kinda cool that both Doom and Quake's ultimate weapons had huge bugs that were due to the original idea for the weapons that had massive effects on gameplay.
Classic Doom? What bug does the BFG have?
I don't think the tracers are a bug, if that's what you're talking about. Those were very intentional.
@@MBCollector672 The tracers were intentional but certainly not in the way they're used in practice. Specifically they're very useful in deathmatch play as the BFG can be used for attacks that can't be anticipated and avoided (especially when combined with the "silent BFG" trick). You can literally get fragged by another player who shot a BFG ball at a far-off wall that you neither saw or heard.
For me these old games looks better then new ones. Idk I do not need so much photorealistic graphics but enjoyable to eyes and good gameplay.
Believe it or not, Quake STILL feels new to me all these years later. I remember hearing about it and reading about it LONG before it came out. We got it for Christmas 1996 but couldn't play it till one month later when we got our Pentium 133. It is such a well made game and the deathmatch was amazing.
Calling it now, those opening guitar strums are gonna be up there with the Summoning Salt synths in terms of speedrun lore by the end of the year. With the artful slow motion intros, it sets the scene so perfectly and gives everything an incredible sense of gravitas, whether it's a hard-fought push for perfection or just a weird obscure bug. You've landed on the perfect formula and I look forward to those moments where a new video drop is gonna be the best part of my day.
Couldn't agree more
It's also very reminiscent of the Rimworld soundtrack, which is a nice vibe.
Really? Did the opposite to me, hated the tune- it's like pensive, stuck at a bus stop - but agree that the vid is top notch!
Your previous video on the 6 second E2M1 record was my introduction to your channel and I’ve been absolutely hooked since. I’ve binged everything and your videos have me hooked. You’re doing great work with the in-demo cinematography and storytelling pacing too. I’d recommend maybe giving the audience an indicator on the screen in slowmo so we know how slowed down a clip is from the real run. Eg. “20% speed”. As a player of source engine games these are so great because quake is the foundation of everything
crazy to think the demo feature has been around for that long haha
I was born a year before Quake came out. I've played through it a while ago and learned its cultural significance stretches far and wide. In that time , I realized that although the in-game lore of Quake 1996 is shallow, the real-life lore of Quake is forever interesting to me. Videos like yours are excellent in telling its story.
“Story in a game is like story in a porn movie. It's expected to be there, but it's not important.” -John Carmack
@@D0Samp With a quote referencing porn, maybe it's not a surprise that Carmack went on to work so hard on VR at Meta for a while..
Eyy I was also born in 97. Had quake as a hand-me-down from my older brother and it shaped who I am today. Always been fascinated by the dark, abstract dimensions and I still love stuff like that
@@strongbadman2 "it shaped who I am today" Amen to that. DOOM/DOOM2 had much DEEPER impact on me and and did in fact shape who I am but Quake also heavily influenced me and not a day goes by where I don't think of Quake. I remember waiting for Quake to come out while I was in high school and then we got the deathmatch working. HOLY CHRIST Quake deathmatch in the '90s was LEGENDARY. Imagine laughing so fucking hard and so much you literally cannot catch your breath and then screaming bloody murder at the CRT when one of your rockets connected with another player in mid air. There is nothing else like Quake.
@@Vile-Flesh when I was a kid I actually lived in garland TX where the id software building was and my dad used to tell me "that's where they made quake" and because I was so little I figured he meant they actually made it for us lol. probably part of why it was one of my favorites
never played quake but i'm really enjoying your content recently and i appreciate the calm narration - a lot of people are hard to watch because they're just a bit too upbeat. script is nice and straight to the point as well. highly underrated channel keep it up mate.
The music, the detailed explanations.... two huge thumbs up my friend. Keep these up. I absolutely LOVE them.
It turned out great, you try very hard for the video, as always you open something new for me, thank you! ❤
As someone who has spent a long time aim training for deathmatches with the lightning gun this honestly made my jaw drop. I've been playing this game for 10 years and I somehow didn't know this. I wonder if it was patched out in QuakeWorld?
Modern QW (KTX) rewrote most of the code and doesn't have the bug anymore. Original DM, original QW and the remaster all still have it.
@@quakespeedrunsexplainedI'm worried my brother will call me a hacker if I ever play Quake DM on the remaster lol.
I used to play as DooMfienD and did some routing/running on the original QdQ and QdQlite stuff. It’s so cool seeing how much the runs and tricks have improved over the years. Thanks so much for the video!
Nice to see you here!
Me and my dad have often found favorite TH-camrs to watch together throughout the years. You are now one of them QSE.
Love this! Thanks!
Excellent video yet again, you and Matt are the torches of the Quake speedrunning community!
🥰
Today during work at the office between two coffees i thought „should be time for a new video about quake speedruns“.
Thank you for sweeting my evening! Greatings from switzerland! Keep the torch alight!!!
I find it really strange how long this bug went unnoticed.
I love your videos. The way you present info is really well organized and articulated well. I also appreciate that your voice is super chill
I always wanted to see an explanation like this. Thank you so much!
Can you imagine being a lowly videogame grunt, waiting for your moment to shine, only to prematurely get zapped by a lightning bolt coming from absolutely nowhere
I don’t even play quake but ever since seeing one of your videos I have been visiting your channel on daily basis to see if you had uploaded a new one, great video.
I remember stumbling upon this mysterious bug myself when doing some modding. The vector math is so strange and nonsensical, like someone started implementing a feature and then went to lunch and forgot to finish it.
Not surprising, considering that the lightning gun was added late in development, and Id Software was running out of time to a point they had to start scrapping planned features (among other things the "super variant" of the lightning gun). The code was likely rushed.
Great video! Always nice being covered positively for once :P
I was always so curious about this when I saw it in runs. Thanks for the explanation!
Again. What an awesome channel. Such an amazing job you do. Every video is better than the other.
Simply amazing
Always a treat. And i was always curious how this worked. Having it actually visualized is even better!
man, your videous are so awesome! Eplained in all details, we can see how all things progressed, everything backed up with demos, nice chill music and your chill voice make these videos so great to look at!! Fantastic job!! :)
This is really cool seeing how quake speedruns have evolved since I last watched the demos. Great video!
Nice, informative video, and the background music totally rocks
The greatest use of the Lighting Bug I've seen is used on the final map of the Rogue pack where you end the map without having to kill the dragon which is used for Easy and Nightmare Runs
Your videos are top notch man, keep it up ❤
The Karl Jobst of Quake Speed Running. I love your content. Thank you for the well researched and well explained video.
From the makers of rocket jump... INVISIBLE LIGHTING!!!
Im so happy that I have discovered your channel . This video came out just in time for my late dinner . Quality content to go with delicious food.
Thank you for your videos. It's so calm and relaxing to watch them.
Also, it's unique content.
Just wanted to add, this is fantastic channel, you are doing awesome job with all the videos - looking forward to more! :)
great to see that you are making more of these in depth videos, and simultaneously pushing more production value. keep up the good work brother!
Damn, I'm not a speedrunner or anything, but having beaten the game and playing years of Quake 1 and 2 in LAN more than 20-25 years ago makes me feel immensly proud for some reason!
This is one I've never seen explained in detail so thank you, been watching speedruns for a while that use it and always wanted to know.
Wow, top tier content. Great explanation of both the mechanics, the history, and the impact. I'm loving this channel.
Quake is a game where you shoot a wall and heads fall out
Yess! I love your videos :D brings me right back to my childhood, at least for as long as the video lasts :)
This is the first time I've heard of this. Mind blowing 😮
Thank you for taking the time to make these videos, who would’ve thought there’re still things to be discovered after so many years. I wonder if it could have any implications in team games.
I recently stumbled across your channel and instantly liked it.
As someone who played Q3 and QL for an excessive amount of time in the past 3 years, I'd personally love to see you covering a topic like DeFrag. like the history, most played maps (like dfwc2017_6), why those maps remaining relevant and popular to this day, etc.
Top quality content. I have notifications enabled for your channel.
I've never been into Quake but this is quickly becoming one of my favorite channels
Same here. Been an fps gamer since the first doom, mainly played consols then got into pro halo 1,2,3 and competitive cods but these videos have me hooked
I am not into speedrunning, but your videos are so well made that I watch them with interest. Nice work!
This content is delicious, I'm so happy to be informed of this history
"How did he do it? Watch and see."
Oh my god, genius. The mid-roll ad bug. How clutch.
15:08 tough pitch but would be cool if you did a speedruners react like they do with devs over at IGN channel . Like finding and talking to og runners . Maybe even ask quake devs to watch and talk about the strats
Now I know more! Thank you for the awesome video, Connor!
Damn i love your work, looking forward to all future videos!
The moral of the story: always visualize your vectors. Then again, I can't really blame them considering Quake's troubled development.
A nice. Just what I needed after a day’s of hard work.
your videos are very interesting and very well made. you dont see that often on youtube, thats why i am subscribed!
Great explanation. Keep this going, man.
This video is really helpful thing if you want to sleep. The voice, background music, content transitions...
Wait, hold on, do I understand correctly that the Thunderbolt is actually supposed to deal _triple the damage it normally does_ because there's 2 extra hidden beams, but it doesn't due to a coding error causing those extra beams to fly off based on your rotation?
Wow crazy. I always thought the lightning gun was underwhelming, this explains it.
14:00 oh they gave speedrunners the mystic eyes of beam perception!
wow, i would have never guessed this is what was happening with lgbug. amazing video!
Love this. Sounds like a younger Les Hiddins describing how to get bush tucker.
😂😂
ahh what a pleasure to see how thjs 25 years old game is popular again.
Regarding this bug: I was sure that this was some kind of wall-penetration bug or something simple like that. Never heard of existence of additional two rays. Wow.
I wonder if you can die when water is struck by these additional bolts :P
Sadly no, you can't cause a discharge with the other beams - the discharge only ever emanates from the player's position.
The lightning gun does look like it could have worked like 3 lightning bolts because it has 3 points out the front of it.
that reminds me of a bug in the old video game Descent 1, where if you stuck the nose of your ship right up against a locked door, you could shoot the bots on the other side of the door (might've only worked with one of the weapons)
Speedrun tech history or god-tier ASMR? I honestly can't tell!
Never even played quake1 but i love speedruns and psychodelic music.
Thumbs up. 👍
7:56 iirc only one of the beams will ever damage anything, i don't think it was intended to make the lg more powerful, but maybe just to make the aiming required a bit less precise?
8:24 "how far the beams travel is solely dependent on the players rotation" -- iirc this isn't quite right, it's also dependent on how far the central beam travels before it hits something
awesome video as always :-)
I just tested this - you're right, the beams do also move around a little bit according to how far the central one travels! I'll add a note to that.
As for the first point, I managed to hit different enemies simultaneously with each side beam. You can almost see it in the video at 9:15 on e4m8. Is that what you mean?
@@quakespeedrunsexplained i think i got the first point wrong, the check is that no entity gets damaged by more than one beam
Fascinating. Does this 'bug' also work in QuakeWorld against other players?
I have never heard of it and I played QW for 10+ years on the European scene.
Modern QW (KTX) rewrote most of the progs and doesn't have the bug anymore. Original DM, original QW and the remaster all still have it.
@@quakespeedrunsexplained I am guessing it was already fixed by the late 90s in the original Kombat Teams (KT) as it was never a thing in the QW world.
Yknow its a good day when QSE uploads.
I always felt the hit boxing was way off with the LG back when I played this as a lad in 97. This confirms it.
Nice speedrun documentary.
Another thing that speedrunners have probably already considered, but I didn't see mentioned, was that this means if you're using the LG to melt a beefy monster like a vore or shambler, rotating around the monster so that your aim puts all 3 lines on them can make it faster.
I'll have to check this. Something in my memory tells me multiple beams can't actually hit the same enemy.
Great video! I like your intros too
Really enjoying these videos - please keep it up!
As someone who loves Quake games for their competitive multiplayer I was curious if there is any overlap between the speedrunning and quakeworld deathmatch scenes-do you guys talk to each other? Are there any speedrunners who compete in deathmatch also?
also, is there something akin to defrag in quake 1 / quakeworld?
There's not a lot of overlap actually. A few top speedrunners did a fun challenge against some of the DM guys a while ago and got CRUSHED, haha.
Very interesting. In the last 10 years I've been playing Quake on the N64. It's funny, I actually think that the N64 slightly foggy graphics make the game look more sinister and spooky.
fantastic video, subbed.
love your videos!
One thing still confuses me: given how common, populated and exacting online death matches were back in the day, how in hell didn't we notice that the LG worked way off to the side?
thats what im wondering too.. that was actually the first thing that came to mind when I heard about the bug. like how would nobody ever notice some random bursts of damage from a invisible source. i imagine it doe not come into play very often since players are usually moving their mouse quite a bit but still..
Honestly I think it was because it wasn’t a popular weapon, no one really knew that it worked that way, and while it was strong you had to have line of site on your target AND have good aim.
100% my first thought, too. I logged 1000s of hours of CTF and DM in the 90s and never experienced this or heard anyone mention it.
Same. Never seen or heard or experienced anything like this and I played a lot of Quake Deathmatch '97-'99 in pure DOS and later in Win95, software and GL. Then again, because of limited energy cells for it I didn't really use the Lightning Gun that much other than intentionally discharging into the water if I saw 2 or more Quakers going at it in the water. That NEVER got old.
Next video: How 6 + World Records Were Broken This Month
Wow this is the first time hearing about this bug. I played QuakeWorld a lot as a kid. This was not known in the community
I ADORE the music!
th-cam.com/video/n7r8Y3T6quA/w-d-xo.html :)
What songs plays in the intro? I cannot find it, even in the Lords of Lounge's spotify song list.
th-cam.com/video/n7r8Y3T6quA/w-d-xo.html
Great vid!!
I love new tricks on classic games
My friend, I love your work, and I want you to take this in the best way possible
I think your voice would be great for an evil villain like Gman or Dr. Betruger from Doom 3. I wonder what other voice work you've done in the past?
haha thank you! 😅But I've never done voice work. This channel is the first time I've recorded myself speaking...
@@quakespeedrunsexplained Well it's a good start, if you ever wanted to do it, I say you've got an edge. Keep up the great content man!
amazing video like always
Feel like I would have seen this more back in the days we played in multi-player matches. Does this happen in quake world too?
Modern QW (KTX) rewrote most of the code and doesn't have the bug anymore. Original DM, original QW and the remaster all still have it.
Man, what a great outro.
Guess some teleportation bug will be discovered - it will change Quake speedrunning.
Every decade is a something new discovered, and facinating how based Quake game series is.
That's nothing like I imagined.
Hello, you absolute legends!
Anyone else want to see Quake rebooted? The great 'Silent Hill' of 90s FPS.
0:11 DId you read "Lightning Bug Gun" too?
And yet again Id team has created highest-tier weapon with mechanics so bizzare, it takes decades to conceive and apply properly.
AWP in CS2 should work like this imo
This is incredible
because of that weird pattern LG is probably one of the most original guns in vidya. I mean, HL1 tau cannon with it's cool ricochets is cool and all, but not "has 2 additional invisible firing lines with weird aiming tech" level of cool.