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Short names for terminology that occurs often

  1. frame
  2. quake unit
  3. Scripting
  4. Code modification
  5. b2b
  6. o2b
  7. Airstrafe
  8. (Over-)Bounce
  9. Circlejump(CJ)
  10. Edgesliding
  11. (Camping-)Gazhud
  12. Groundboost(GB)
  13. HeroHit
  14. Ramping
  15. Skimming
  16. Strafejump(strafe)
  17. Velocity Snapping
  18. Savepos
  19. Colorcodes


This is a single one out of consecutively displayed pictures. The update speed is called frame rate. Like the graphical data the game physic is computed in discrete steps. However in defrag the physic frame rate is not dynamic and always 125 frames per second for competition play. (pmove_fixed 1) This means the smallest time interval that can pass in the game world is (1 second/125) = 8 milliseconds. Since the client's frame rate can vary the server adapts the rate at which the commands arrive to it's internal physics framerate automatically. Leading to unpredictable behaviour this the main reason players from distant countries may have trouble playing on weapon based maps.

quake unit

The game measures distance in it's own abitrary unit called "unit". This results in speed being measured in u/s or ups. The standard running speed is 320 u/s.


Quake3 provides an interface for various kinds of scripts. It's possible to pre-define movement patterns in scripts and execute them automatically by a single press of a button. This kind of aid is not allowed on q3df.org servers.

Code modification

The internal scripting interfaces has limits in precision and flexibility. Some cheats require more access to game internal data and are therefore patched directly into the client code. This too is of course not accepted on q3df.org servers.


Blue 2 Bonus: This is the name of a specific very hard secret pad lane on the map bliss-beta2a


Orange 2 Bonus: This is the name of a specific secret pad lane on the map bliss-beta2a. It's even harder as b2b.


Descriptions of tricks you can do in defrag


A way of accelerating beyond the 320 u/s limit while spending a long time mid air. It's no different from regular strafing but for the time the player has to switch the side he's looking to correct the strafe direction.

For some detailed background reading Funender's article about strafe theory should be mentioned here. However it doesn't take velocity snapping into account.


Effect that enables the player to preserve the falling speed and switch it to a direction of his choice. The player must not press the jump key on impact. Overbounces(OB) are devided into the following cathegories:

  • Horizontal OverBounce(HOB): Falling speed will be added to the current movement direction on the X-Y plane. It's a horizontal boost.
  • Vertical OverBounce(VOB): Falling speed will be directed upwards and makes the player go up the same height he fell before.
  • Diagonal OverBounce(DOB/WOB): Falling speed is directed into a combination of vertical and horizontal movement. Hard to do free hand.
  • Zero ups Weird OverBounce(ZWOB): Diagonal Overbounce done by falling strait down and moving the mouse with +strafe active. The player has to have less than 1 u/s speed on impact.
  • Slippery diagonal overbounce (SDOB): When the player hits a slippery surface out of an overbounce height with a small speed from 1 to 6 Quake ups, he/she will be propelled diagonally into the air, basically behaving like a DOB or a ZDOB.

There is also differentiation between the various ways to get a bounce. Bounces are often named after the way a player gets them and not how the bug is used(see list above). The defrag buildin overbounce detector shows the following values:

  • Go(G): You have to just walk of the ledge you are currently standing on without jumping to get a bounce where your crosshair is pointing to at the moment.
  • Jump(J): You have to jump of the ledge you are currently standing on to get this bounce.
  • (B): Not really a bounce type. You are midair(or sticky) and a bounce is right below you in case you fall strait down.

  • plasma(p): You have to fire the plasmagun at your feet without jumping to get this bounce

  • plasma hop(P): You have to fire the plasmagun at your feet, jump and get up to maximum height (78u) until you fall.
  • rocket(r): You have to fire the rocketlauncher at your feet without jumping to get this bounce.
  • rocket jump(R): You have to fire the rocket launcher at your feet, jump and get up to maximum height until you fall.
  • Sticky(s): A persistant minibounce. The player floats less than 1u over the ground. When he jumps he gets the overbounce the next time he touches a surface at the same height. Often used to get a boost at the start of a strafe. This can be combined with the above bounces.
  • Quaded(q): You need quad damage for this bounce. Can be combined with the above.


This is a good way to gain much speed in a short time when the player has nearly regular running speed. Press forward and sideways to run a circle on the ground. Turn your mouse slowly and jump, then strafe in the air until you touch the ground. The optimal speed of turning is different in VQ3 and CPM but in both physics the jump button should be pressed as short as possible.


An obscure bug that can extremely rarely be used in a run. The player slides along the edge of a brush without friction. The only known map for it to be useful is "w3sp-think9" which was designed that way.


Defrag buildin graphical element that helps players finding the right mousemovement for strafing. It does not take velocity snapping into account, though.


Sometimes refered to as GazBoost. A way to slide over regular floor without being slowed down by friction. This state lasts only a few frames but can be abused to accelerate to significant velocities(~1000u/s). The groundboost is only useful in CPM where the acceleration is far greater. Common: Fire at the ground right before landing or push your self into the floor with a rocketlauncher. The key here is to take damage as you are on the ground.


Run into a wall intentionally. Sometimes when you can't get around a corner without extreme deceleration you run into the wall at full speed. It's not a bug or trick but a technique. You are just fast up until the very last moment you hit the wall and save time. No deceleration to get a corner right but just be fast and accept the fact that you will be slow after the corner. Useful in VQ3 more often than in cpm. (Used on "cpmjump" in VQ3 mode).


Also refered to as "step-up". Effect that extends the air time of a jump by falling past an edge and suddenly being pushed onto the edge again. Essential for every hard pad strafe map. The game thinks you are on a stair and therefore pushes you onto the next step which is the pad.


Rarely refered to as "corner clipping". Method to widen a turn by jumping against a wall intentionally, eventually loosing less speed than by avoiding the wall. After jumping off the ground you have a few frames to run into a wall and not being stopped by it. Instead you slide along it and resume your original direction as soon as you are clear of the wall. The wall does not alter the path of the player even though you hit it. It's a common misconception that the player is going through the corner of the wall. This is not the case.


Complex way of movement used to speed up beyond 320 u/s without using any weapons. The player holds down the strafe keys and turns the mouse to exploit a historical bug in the vector length computation intentionally left in. For advanced strafing a sideeffect of the network bandwidth compression becomes relevant that requires the player to take advantage of floating point numbers being rounded to regular numbers. It is called "Velocity snapping".

Velocity Snapping

While strafing the player takes advantage of rounding made by the game to save network bandwidth. To abuse it the player keeps the movement vector pointing in certain directions while gaining speed via strafejumping. At high speeds (+1625 u/s) it becomes essintial to even maintain speed.


Defrag buildin feature to store and load player positions. It is used to teleport a player back to a previously defined location to retry a failed trickjump. It requires sv_cheats to be 1. The documentation on how to use it is in the "defrag/docs"-folder


Use the ^ sign in order to make colored text.

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Will print out:

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Written by <hk>

Some of this content was taken from wikipedia

Text is available under the Creative Commons Attribution-ShareAlike License