Quake Live

Quake Live

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R3ALM Dec 12, 2016 @ 6:53pm
Quake Live null movement PROBLEM
So I've been trying to get this config to work with Quake Live, as I used to be a competitive TF2 player, and I used a script called "null movement". However, there has been a problem occuring that I will explain below...

The script is here:

bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright

alias +mfwd "-back;+forward;alias checkfwd +forward"
alias +mback "-forward;+back;alias checkback +back"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
alias +mright "-moveleft;+moveright;alias checkright +moveright"
alias -mfwd "-forward;checkback;alias checkfwd none"
alias -mback "-back;checkfwd;alias checkback none"
alias -mleft "-moveleft;checkright;alias checkleft none"
alias -mright "-moveright;checkleft;alias checkright none"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""

Null movement makes it so when you hold down two opposing movement keys, there will be no delay, and you will immediately start moving the other direction. If someone were to first hold down "a" (left) for example, and then while still holding "a", then hold "d" (right), instead of cancelling out and not moving, they will begin to immediatly move right with no pause or standstill.

So basically, I got it to work by making an autoexec file, but testing it in-game, everytime I start spamming my movement keys, which I love doing to confuse the opponent and avoid railshots on direct confrontation, my FPS severely drops from ~120 to like ~20, until I stop rapidly tapping them.

I really want null movement, but I can't have my game keep doing this to me... help?

This doesn't happen in TF2, works completely fine in that game... and I doubt it's my i7 Quad Core GTX 950M computer being slow... has to be a problem with QL
Last edited by R3ALM; Dec 12, 2016 @ 6:55pm
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Showing 1-15 of 17 comments
this is interesting topic, have you checked pros' cfgs to see if they use such things in ql? cause if not, i would say there is a good reason for it.

I checked rapha and evil cfg from qc 2016 (finalists), both have 'unaliasall' added to cfg, also no 'alias something' commands are present in their cfg. If this alias thing u mention is beneficial to ql dodge abilities, i'd say 2 current top players in the world would already implement it to their cfgs.

I also found such advise from@Yakumo regarding rocket jump scripts:
"If you HAVE to use a script, and I really do advise against it as it's far less flexible or instinctive, then:

alias rocketJ "wait;+moveup;wait;wait;+attack;wait;wait;-attack;-moveup;"

You need the waits to make it ping independent.
The initial wait stops it screwing up following other commands. "

so maybe this 'wait' is what u are missing if it can work for movement at all.

Anyway, those are just a quick thoughts from my side, I'm looking forward for an answer from someone with more knowledge to cfg setup in ql.
Ransom Dec 13, 2016 @ 6:35am 
yes this could be a reason...

the wait command is a delay function which is waiting for 1ms by default... u can also use it with a value like wait 20 for a delay of 20ms
so instead of write wait;wait; u can also use wait 2;

just to add the knowledge ;)
Last edited by Ransom; Dec 13, 2016 @ 9:40am
Mr Keefy Dec 13, 2016 @ 10:45am 
I thought waits waited on frames, so it depends on your frame rate in the game. so 2 waits at 60FPS is longer than 2 waits at 120FPS.
Maybe that is just source engine?

Last edited by Mr Keefy; Dec 13, 2016 @ 10:48am
Ransom Dec 13, 2016 @ 11:08am 
im assuming it because a delay for frames would stop the whole engine ;)
also if the framerate is changing the delay time will also change...
at a programmers sight a delay allways means milliseconds because all delay commands from a programming language works like that. to code a own delay command based on frames doesnt make any sens...

but u can test it. write a wait 120 command (if u run quake at 120fps) in ur move forward bind. then move forward at 120fps and it should take 1 sec to move forward one time. then set max fps to 60 and it should take 2 sec... 4 sec with 30 maxfps.

with source engine u mean valves source engine? if its so my answer is no because the source engine was growing out of the quake (id-tech) engine ;)
Last edited by Ransom; Dec 13, 2016 @ 11:19am
R3ALM Dec 13, 2016 @ 11:09am 
hmm, thanks for the replys, i have it taken off for the moment, but I feel there is a way to do so. Coming from competitive TF2, null movement allowed me to dodge rockets and out-strafe scouts immensely, except they most likely had it too lmao. I feel Quake Live should have this available, maybe with a different command set, cause I see no reason a game such as this should need that split second of paused movement. In CS:GO it makes sense for the pause to help fire shots with pixel perfect accuracy, but you have to be standing still to do so. QL and TF2 don't need you to stand still, so you're always moving and shooting at the same time. Still working on it
Yakumo Dec 13, 2016 @ 11:39am 
Someone sent this to me months ago, testing it I felt it really seemed to make strafe jumping worse so I've never used it beyond that test.

It's causing you problems as alias assignment is costly, but if a key is held down that does it this really ties things up and can cause huge fps drops. The solution is simply don't use aliases for anything you assign within +action binds.

Alias +MForward "-Back;+Forward;Set CheckForward +Forward" Alias +MBack "-Forward;+Back;Set CheckBack +Back" Alias +MLeft "-moveright;+moveleft;Set CheckLeft +moveleft" Alias +MRight "-moveleft;+moveright;Set CheckRight +moveright" Alias -MForward "-Forward;VSTR CheckBack;Set CheckForward None" Alias -MBack "-Back;VSTR CheckForward;Set CheckBack None" Alias -MLeft "-MoveLeft;VSTR CheckRight;Set CheckLeft None" Alias -MRight "-MoveRight;VSTR CheckLeft;Set CheckRight None" Set CheckForward None Set CheckBack None Set CheckLeft None Set CheckRight None Alias None "" bind w "+MForward" bind s "+MBack" bind a "+MLeft" bind d "+MRight"
Last edited by Yakumo; Dec 13, 2016 @ 11:40am
Ransom Dec 13, 2016 @ 11:49am 
ive tested ur script and it doesnt work this way... u have to do it like this

bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright

alias +mfwd "-back; +forward; set checkfwd +forward"
alias +mback "-forward; +back; set checkback +back"
alias +mleft "-moveright; +moveleft; set checkleft +moveleft"
alias +mright "-moveleft; +moveright; set checkright +moveright"
alias -mfwd "-forward; vstr checkback; set checkfwd none"
alias -mback "-back; vstr checkfwd; set checkback none"
alias -mleft "-moveleft; vstr checkright; set checkleft none"
alias -mright "-moveright; vstr checkleft; set checkright none"
set checkfwd none
set checkback none
set checkleft none
set checkright none
alias none ""


also ive testet the wait command and it is a delay in frames (im sry dudes) :)
this means u have to keep that in ur mind if u work with the wait command!
Last edited by Ransom; Dec 13, 2016 @ 5:22pm
Mr Keefy Dec 13, 2016 @ 11:51am 
I tested it and it seems to work OK for me, no loss of frame rate or anything. Only an AMD quad core.
Ransom Dec 13, 2016 @ 11:52am 
ups... to slow ^^
thx yakumo :)

but im a bit confused about this script... it doesnt change anything. cant see any changes on speedometer too. but im fast enough with my fingers to press the keys without a delay on the speedometer graph ;)
Yakumo Dec 13, 2016 @ 3:07pm 
Load the game without that script (well, just rebind wasd), hold strafe right, keep it held and press strafe left and you will come to a complete stop.

Now do it with the script.

That's all it does.
Last edited by Yakumo; Dec 13, 2016 @ 3:09pm
R3ALM Dec 13, 2016 @ 3:08pm 
Yakumo yes, for me it helps a ton, specifically in TF2. But for Quake I'm getting some sudden glitch or frame loss of some sort, maybe it has to do with aliases, but I'm not sure
Yakumo Dec 13, 2016 @ 3:10pm 
read my first post in the thread...
R3ALM Dec 13, 2016 @ 3:22pm 
but in TF2 i don't recieve this loss... will the command work without the aliases?
Ransom Dec 13, 2016 @ 5:11pm 
Originally posted by Yakumo:
Load the game without that script (well, just rebind wasd), hold strafe right, keep it held and press strafe left and you will come to a complete stop.

Now do it with the script.

That's all it does.

yes i know but it dont need it anymore bcs i play quake for such a long time that i usualy press the keys at the right time so i dont use the script even if i use it ;D

@R3ALM i dont have any framedrops with the script ive posted so feel free to use it or use yakumos script. its quite the same and should also work
its just the thing u shouldnt use a alias INSIDE an alias if u have to hold the key (+action bind) ;)
Last edited by Ransom; Dec 13, 2016 @ 5:21pm
R3ALM Dec 13, 2016 @ 9:51pm 
Repost, just tried your config, thought it worked at first, but I'm still getting a jitter. Not sure why. I can't spam press my movement keys without my frames suddenly going choppy...
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Date Posted: Dec 12, 2016 @ 6:53pm
Posts: 17