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Need help with bind script (42 comments)
Posted by twohands @ 23:37 CDT, 29 March 2016 - iMsg
Problem Fixed! New problem here - http://esreality.com/post/2808637/re-need-hel...pid2808639

Hello i use 2 mouses to play quake and it is very nice. I can aim using low sens and if i run out of space i can just switch to my left hand. One big problem i am having atm though is that there are not enough buttons on the mouse so i had to get creative. A solution i came up with is to change binds when i change the mouse (this happens when i press +attack on the right mouse instead of the left). So this is the bind script i came up with -

bind f "+attack;bind d "weapon 5";bind c "weapon 4";bind b "+back";bind h "+movedown";bind g "+moveup";bind a "+forward";bind e "weapon 3";bind 5 "weapon 4";bind 2 "weapon 7";bind 8 "+speed";bind 7 "weapon 2";bind 1 "";bind 3 "weapon 8;bind 4 "weapon 6""

I even tried replacing every setting inside the "" with vstr's e.g. bind 8 vstr speed; or bind d vstr rl; by using seta speed "+speed" and seta rl "weapon 5" but for some reason it didn't work for some weps like the rl which was originally on bind 4 in my config and according to my script it should be on bind d once i press +attack but it wouldn't do anything even though console said bind d "vstr rl". Any ideas?
Edited by twohands at 00:14 CDT, 30 March 2016 - 15697 Hits
Dropped counts in mouse movement (48 comments)
Posted by twohands @ 20:29 CDT, 30 September 2015 - iMsg
I've been thinking about dropped counts in mouse movement that can be caused by having a too low of a dpi or a different windows pointer speed and wondered how it can actually be a benefit to aiming. Here is what i found out. For anyone having trouble understanding what counts are they are basically just pixels for your mouse movements. Less counts means bigger pixels but that doesn't mean you have bigger shots, it just means the mouse will be centered around the pixel and skip the empty areas of it.

1. Dropped counts can make aiming easier
Have you ever noticed high sensitivity users often have terrible long range lg (tracking aim)? Is it because they don't have enough counts (pixels) to aim at? No, at least not most of the time. The real issue comes from the fact that they aren't very good at controlling their mouse long range. This is why lower counts (to a reasonable amount) is a good idea because it makes it is easier to control our aim. I made an info graphic to explain this below -

Count 1 (low counts, same sensitivity) -
The distance from the left end of the model to the right is 4cm. Now imagine you slightly over aim to the left of the model. Does this make you miss? No, because you still haven't moved your mouse further enough to move onto the next count.

Count 2 (high counts, same sensitivity) -
The distance from the left end of the model to the right is also 4cm. Now imagine again you slightly over aim to the left of the model. Does this make you miss? Yes, because you have a higher amount of counts this will make you move onto the next count quicker.

Disadvantages and why this is a good idea
Humans aren't perfect. It makes sense to sacrifice a little bit of precision for better mouse control. This doesn't mean we want as little counts as possible otherwise the gaps in the counts will become so big we will literally be skipping over the enemy model causing a choppy like mouse effect. We want to find a fine line between the two so that we can get the best of both worlds.

Dropped counts in competitive gaming
To quote Lorfa - "This kind of thing was actually really common in the early days of q3, where players would have a 400 dpi ball mouse, but use driver settings to throw out every other count or so, rendering it effectively 200 DPI. This doesn't feel quite the same as if you had the DPI itself. Fatal1ty also did this with the razer boomslang 1000 dpi, which is one of the reasons why you see the sens and accel in his old configs how it was."

Another interesting tidbit is that one of the best railgun (sniper) player in Quake "K1llsen" continues to use this method. Because of it's aiming style of nature it is also the weapon the would most benefit from such a method as the railgun relies more on being consistent than it is to be precise compared to the other weapons.

What's next?
The problem with past methods such as using the driver or windows pointer speed is that these methods rely on a higher form of latency for mouse movement over newer technology such as raw input which has a very low latency for mouse movement. This may be the reason why this practice is no longer common in the competitive gaming scene. But it doesn't have to be this way. If game companies started offering this option through their game client we would be able to get the best of both worlds of low input and better mouse control.
Edited by twohands at 17:36 CDT, 1 October 2015 - 22224 Hits
Assign diff keys to diff mouse? (21 comments)
Posted by twohands @ 09:22 CST, 10 December 2014 - iMsg
Hi, i want to try playing quake with two mices. Can i assign different keys to different mices for e.g. on the left mice the right button will output "mouse1" but on the right mouse the right button will output the number "1"?
5573 Hits
make weapon switch scroll wheel bind? (9 comments)
Posted by twohands @ 20:09 CST, 22 November 2014 - iMsg
Hello, i like to use the scroll wheel to switch weps. Using the weapprev and weapnext bind is not good because it doesn't let you switch to gaunt. Also i would prefer that it lets me switch to weapons with no ammo because it is better than having to remember all the weapons you are currently carrying for e.g. i know that switching from mg to rockets takes 3 steps in the scroll wheel but weapprev and weapnext doesn't let you choose weapons with no ammo so i have to remember the weapons i am carrying all the time in duel.

Could someone with the technical expertise please create this bind for me? thanks
8246 Hits
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