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  1. 67 likes
    We are excited to announce the release date for Reflex Arena! Many of you have been here from the very beginning. Thank you so much for being with us on the first part of our journey, and we are thrilled to launch Reflex Arena out of Early Access very soon. Check out the trailer for the official release date, the features we are celebrating, and more. To thank everyone who has been a part of our community, all our Early Access players will receive the limited edition Golden Founder Melee Wrench in-game. We handcrafted this to say thank you, and will forever mark you as one of ‘The Originals’ before we launch Reflex Arena out of Early Access. Be sure to log in before March 8th to get your Golden Founder Melee Wrench, accessible from the Reflex Arena home screen! Just start Reflex Arena before the official launch to receive your very own Golden Founder Melee Wrench! The launch out of Early Access adds so much content and features that our community has helped shape. We will have full details soon, but we can reveal that we are adding: Bots: We are adding full bot/AI support to the game (hell yes!). This means a better in-game experience for new players, with more training, tutorial, and solo options for offline play. Our bot system also means that our seasoned players can sharpen skills with target practice while waiting for matchmaking. Join a matchmaking queue, and wreck bots in offline target practice while you wait for a PvP match to launch! Competitive Seasons & Online Leaderboards : PvP is at the very soul of Reflex Arena. When we launch out of Early Access, so begins Competitive Season One. Face off against the global community to earn your place in a new Online Leaderboard, with a new Competitive Points system. Matchmaking Rewards: We are celebrating our new Competitive Points system in matchmaking and our competitive season launch, where the CP you earn in matches against players can be used for glorious golden weapons. This will kick off with the upcoming competition Season 1 - stay tuned for more information! Brutal new skins and cosmetics are coming, as well as training map improvements, shiny new weapons and more are all coming in the Reflex Arena launch out of Early Access. It’s important to note that launching Reflex Arena out of Early Access is just the beginning. The whole Turbo Pixel team will continue to update, create content, and add new features to the game - we are here for our community. With cheers and celebration, The Turbo Pixel Team
  2. 61 likes
    updated: 26 July 2016: We split 45 into two builds, releasing 45 with cosmetics + animations. Training will become 46, and the other builds will be rippled down one version. People are asking for our up-coming roadmap so we've put an updated one together. Please keep in mind this isn't concrete and we often reorder features as needed. We do also have other stuff planned which isn't in the list, we do need to have some surprises for you guys Version 0.45.x We've already started on this just recently. This build will include two main features. First is several new robot character models, and allow customisation for each part. For example you can have legs from one robot, arms from another, and head from another. They're looking really cool in game and we'll be showing some work in progress as we progress. We're also re-doing the animations (as seen in the main menu todo list), the old ones are really rough and the new ones are adding a lot of character to the game. update: training was pushed to 46 Also planning on adding some additions to casual mode, and planning on doing the grenade launch art pass. Version 0.46.x Training has been pushed to 46 in favour to get 45 out earlier: We're planning to have a training game mode & also some simple training maps to get people started in Reflex. These should describe the basics of the movement, weaponry and items. The training gamemode will allow workshop maps to utilize all the training components we build and we're really looking forward to what people can do here. More info will follow as we flush this out. Version 0.47.x The big one for this build is the curated workshop. We'll start with having Lua scripts available on the workshop. We want to have it directly plugged in to the menu system so you can simply browse for the widget you want and subscribe to it. Extending past Lua scripts we'd like to also get to having a style guide & the ability to submit workshop melee weapons. We've been wanting to add triggers & movers (aka doors & shootable targets) for a long time, it's scheduled in here. Really looking forward to this. For the art side on this build we're planing to finish the shotgun which some of you have seen, and also do the bolt rifle. We'll also be adding a "mutator system" and the first gameplay mutator of instagib. The idea here is you can vote for a game mode + mutator. For example: CTF + instagib. Version 0.48.x This builds main focus will be matchmaking. It may just be queue based to start with, but ultimately we want to get the game flow all sorted, and get people using it. The last two weapons will have their art pass this build, RL + plasma gun. Version 0.49.x We're getting pretty far down the line here, but the core plan for this build is persistent match history. This should allow you to browse through the recent games you've played, get access to the replays & your statistics. We'd like to have a central database which can be queried by web API here too. Also have lots of other small bits and pieces after this to clean up, a friends list, particle improvements, liquids etc etc. These aren't really sorted yet and will quite possibly have been squeezed in with the above builds anyway. These are the core things for each build. A lot of other little polish and fixes also happen along the way. We'll also continue to do on-going experimental gameplay changes & improvements for each build, and be working on those unlisted surprises. Cheers lads! Enjoy your Reflex!
  3. 49 likes
    This provides an alternative way of editing and laying out your HUD without having to use sliders and guess positions through the widgets menu. UPDATE 1 (2016/08/09) Show/Hide widgets Snapping Widget Options Anchor Based Grid Installation Make sure to delete any old versions of the pak. Download Here Locate your Reflex installation directory. Typically it’s found at Program Files/Steam/steamapps/common/reflexfps/. Place the .pak file inside the /base folder. Steam Workshop (2017/03/16) Now available through the steam workshop. Instructions While in a game go to your widgets menu, and press the “Hud Editor” button.
  4. 49 likes
    Optional Themes Custom Colors Other Features - adjustable alignment - show/hide award name and xp UPDATE 1 (2016/08/12) New Themes - added text drop shadow option - you can now preview text in options - fixed banner theme animation - performance improvements (results may vary) Installation Make sure to delete any old versions of the pak. Download Here Locate your Reflex installation directory. Typically it’s found at Program Files/Steam/steamapps/common/reflexfps/. Place the .pak file inside the /base folder. Steam Workshop (2017/01/25) Now available through the steam workshop. Instructions Enable "br_Awards" in the widget menu.
  5. 47 likes
    Upcoming changes in Reflex Alpha 0.36 Art style change As the following shots will make pretty clear, we've decided to change art style again. This time, we've opted for a stylized, deliberately low-poly, faceted, textureless look and it comes with a ton of advantages for both developers and players. Over the course of development, we've had as much praise for our minimalistic, dev-texture look as we have for the high detail art and we think the new theme finds a good balance between those two looks. As a bonus, it will also unify the standard/high-vis system into a single, clear, unique look. Art development is much, much faster -- Our little art team can smash out a handful of new meshes faster than we could previously create a single asset. Unlike the previous style, it also doesn't require months of renderer programming to get it looking its best. It's ready to go right now. We've also got a whole lot of previously un-seen art that can be quickly updated to our new style and released. More themes, more flexibility -- One of the original motivations behind the Teslapunk theme was to reduce the art workload. Building and supporting 3 unique themes to an AAA style was going to take years of development. Now that art flows much faster, we're able to create all the core assets required for a new theme in a month. Assets are also far more reusable between each or our environment themes (or entirely new, user created ones). Better performance -- In the future, we will continue to tweak the Reflex engine with the new style in mind, creating a much leaner, faster renderer. Unique meshes for each weaponOne of the most long awaited art updates -- we finally have unique meshes for each weapon! We've still got some tweaks in mind for them (especially when it comes to animation and effects) but we're going to be shipping the first pass of them with the next update. More editor improvements Lua-powered UI -- We've moved all the editor UI over to the new Lua system so players are now able to create custom widgets for map editing. This means no more external content browser. Instead, we now have a new Lua based content browser with thumbnails. Scalable meshes -- Traditionally, scaling meshes is a bad idea because it effectively halves your texture resolution, making things look blurry and wrong. Since we're not actually using textures any more, you can now scale meshes all you want. This instantly makes meshes a whole lot more flexible. Custom materials and colors for meshes -- Meshes can now have their material type and color changed dynamically to suit whatever look you want for your map.
  6. 46 likes
    Today we're releasing version 46. This version adds the training game mode. Training allows you to practise your movement, aiming & dodging and compete against your friends. We've added turrets which shoot at you (which can be disabled by shooting them). We've got targets which can move around the world and explode in to pieces. We've added tokens to collect and finally leaderboards at the end of the mission where you can test your time vs your friends. All these building blocks are fully available in our map editor, and we're very much looking forward to see people use them in their workshop maps! This build also includes many experimental update including the return of the much requested stake launcher. It's had all it's previous bugs ironed out and we're eager to see people use it. We've also updated experimental to more closely match the competitive ruleset (as that's generally the players who use it), and we've also tweaked the knockback to deliver a more consistent experience. On top of this we've done an art pass on the rocket launcher and shotgun. We also snuck in a couple extra melee's and robot pieces The highly anticipated supporter crowbar will make an appearance too! Finally I got to add a friends list to the home screen which I've been itching to get to for some time, it is very useful! Art Improvements: Weapon: rocket launcher art pass Weapon: shotgun art pass New melee: sickle New melee: khopesh New melee: supporter crowbar New piece: droid head & droid head angry New piece: spark head New piece: gear head Added sphinx head mesh - Promeus request Revised robot glow colours Added meshes: gothic books - MAD_JIHAD request Updated falling icon - MAD_JIHAD request UI Improvements: No ammo warning added to LowAmmo widget Timer widget now has flag to count up/down WeaponRack Widget now has toggle vertical option (on = default, off = horizontal) Added showPassword option to Connect dialog Added friends list, steam friends added rich presence Node selection combo in MatchPicker for LOCAL maps (i.e. not steam maps) now works Map editor toolbar now shows lighting button & progress Map editor toolbar updated to new widgets Lua additions: Exposed weaponIndexChangingTo to lua Added ability to give a textRegion focus from lua Game fixes: Melee attack is now server authored Fixed bug where -mouse5 wasn't triggered properly with cl_input_subframe 1 Workshop publish button no-longer crashes when not connected to steam Experimental updates: Removed timers from experimental, removed powerup drop from experimentaltdm -- idea is experimental is made for competitive players. Changed splash fall-off to be linear & lowered the minimum splash damage greatly. Essentially now splash radiuses will be larger but should do similar knockback to before. When applying splash damage in air it always obeys splash direction (rather than rocket direction). i.e. it'll knock you away from point of impact Added experimental_stake ruleset Burst gun reload changed from 650 to 750 Burst gun projectile speed changed from 3000 to 3500 Grenade trace radius changed from 2 to 1 Grenade explosion radius changed from 128 to 150 Rocket trace radius changed from 0 to 1 Rocket explosion radius changed from 112 to 120 Ioncannon ground knockback multiplier changed from 1.8 to 1.25 Ioncannon air knockback multiplier changed from 1.3 to 1.7 Ioncannon beam radius changed from 1 to 0.5 Ioncannon beam damage is 6 Bolt Rifle lowammo warning changed from 5 to 3 Bolt Rifle maxammo changed from 20 to 10 Bolt Rifle weapon included ammo changed from 10 now 5 Bolt Rifle ammo pickup changed from 5 to 3 TDM weapon respawn time 20 seconds (we're looking to separate 2v2 & 4v4 tdm modes in the future) Ioncannon now has idle sound Bolt Rifle now has idle sound Map editor training entities: Pickup Training Token - new pickup type EntityTriggerVolume - output "links" when player enter/exits region EntityMessage - input "links" to show/hide or display message for 3 seconds EntityGoal - input "link" which flags a goal that needs to be done to complete training EntityAccumulator - input "link" which counts, output "link" which fires when count reached EntityTurret - self explanitory I hope EntityShootable - self explanitory I hope EntityExit - input "link" which indicates training has ended For an example of the training entities, please check out the training maps ! edit: pro tips: to get use stake gun do a "callvote ruleset experimental_stake" to bind the weapon to a key to "bind R weapon 9" Cheers guys, have fun!
  7. 44 likes
    Hi guys, Matchmaking was released with a blast. We've had over 10,000 games played in just 2 weeks! The focus of this build is to directly improve on our first pass matchmaking implementation with our observations made the community feedback we have received. Matchmaking: Vote system We have re-worked the map voting system to a pick/drop solution where you cannot see your opponents vote until vote time is over We wanted to keep the 3 random map selection still, but we do agree with giving the power to down rank a map, and have this map not played. So your down vote will out-rank the opponents up vote. With larger groups the voting is cumulative, so be strategic when voting as a party! Matchmaking: Spectate games People want to be able to watch active MM games (and so do we!). We've made this possible, and even added it as a tile to the home menu! Spectators can only talk with other spectators, to ensure the people playing are not interrupted. Matchmaking: Party support We've added party support! So you can now grab your friend and queue up in the fun Party chat is available in menu of course. You can also party chat in game via sayparty (default bind U). Matchmaking: Lobby now optional We've added a lobby checkbox on the Quickplay screen so people can chose to go play other things while they wait for the matchmaking queue to pop! We also re-positioned the overlay so it wouldn't overlap game time widgets since you can play other games while in queue. Matchmaking: Backend changes We have re-structured how data is stored behind the scenes to split regions into US/EU etc This is an ongoing process that's setting things up for the near future MMR has been reset as a result. Matchmaking: Servers Added Brazil servers Russian servers have moved location to hopefully provide better pings UI improvements: Health bar widget: added options from armour bar Server browser: added option to sort servers by hostname Server browser: restored "show old" option Added prev/next page button to addon browser MMR values now refreshed when going to main menu to ensure they're up-to-date on profile tile overlay Updated twitter link in home menu Art improvements: Thicker MH pickup trails for improved visibility Reduced IC impact sparks amount and size Fixed bone orientation for adjustable wrench and pipe wrench Armour mesh changed to hostile torso Game improvements: Disable previously set mutators when starting training from the menu Added mutator: infinite ammo Removed weapon hum in instagib mutator Can no longer forfeit on racemode Added enemy sounds for jump/land etc (thanks Greed) Tweaked damage sounds for friendly/enemy players Added new keybind mark replay, defaults to M Added new loading tip: "Remember to hit 'Mark Replay' in your matchmaking games, you might be famous!", Added new loading tip: "Matchmaking replays can be found at replays.reflexarena.com" Lua changes: Log type notification now has subtypes: generic, party, pickup Log type chat now has additional subtype: party Bug fixes: Game now clamps cl_playercolor* to safe ranges Fixed potential crash bug when matchmaking popup times out & user is disconnected --Shooter
  8. 44 likes
    Today we're releasing Matchmaking, our new 2v2 Ironguard from our previous competition, and many other small fixes! Matchmaking: So how does it work? Under "PLAY" in the menu, you will see "Quick Play" which is the new Matchmaking, "Find Match" which is the server browsers, and "Create Match" which is the old Start Server. Under Quick Play you can select all the "playlists" you want to queue for, and hit start. At this point, you're put in a lobby server, here you can run around / practice etc while your worked through the queue. If you leave the lobby, you will be removed from the matchmaking queue. Once a match is made, the players for your game will be sent off to another server to play your match. After this match that server will turn into a lobby server at which point you'll be automatically re-queued to matchmaking. Is it ranked? Competitive modes are ranked. After your first 10 placement matches you'll be able to see which division you have achieved. We also display a progress but which shows your progress through the division. At the end of a match you'll see your division progress change due to the match results. Casual modes are internally ranked, but the user is presented with XP, as the focus is on fun + gaining XP. What ranks are there? There are 7 ranks to work through: Bronze Silver Gold Platinum Diamond Overlord Prime Overlord Where are the servers hosted? We'd like to pass a huge thanks to Linden from Swiftnode, who is our official server host. We have servers hosted throughout US, EU, AU, Russia and Japan. We'll be watching server load and adjusted server numbers as required. If you select "Region" in the "Quick Play" screen you can see your ping to each region. If there's demand for another region please reply and if it's popular enough we'll look at adding servers there. Further Notes: We don't have the resources to test matchmaking on a larger scale, so please be patient if it's a bit bumpy over the new few days/weeks as we tweak the system as players start to use it. The playlists are not set in stone. We're interested to see which ones are popular, and open to any changes / suggestions people have on improving them / adding new ones. Update: I'll put a post together later day listing all playlists & map pool selection Iron Guard: Iron Guard our recent 2v2 competition winning map has been release with an art pass. We've added several new supporting art meshes which now can be used in your own maps. Bridge Tool: The bridge tool is a new map editor tool, this allows you to more easily create smooth geometry with brushes. In editor, hold shift to select a face, push "B" to start now go to another face and you'll see the wire-frame outline of brushes to be generated you can use mousewheel to decrease/increase tessellation when you click, the brushes are created. New Cosmetics: Stun baton Spartan head Supporter pipe Supporter cleaver Mapping changes: Added authorString to worldspawn. This allows users to set a custom author string to support multiple authors. The mode1v1, modeCTF etc properties in worldspawn now all default to off, you need to set these up properly next time you publish! Hopefully this will help cleanup the workshop somewhat. Server Improvements: Added ip cvar for multi-home support (use +ip xxx.xxx.xxx.xxx as command line parameter) Implemented rcon support following Source RCON protocol Added sv_mode, sv_mutators, sv_ruleset to allow you to instantly change without callvote Added sv_allowcallvote Gameplay improvements: Added forfeit option Added 2v2 gamemode Team damage now off in casual ruleset Casual CTF time limit reduces to 10 mins (from 15) Casual arena score limits reduced (atdm 8->5, affa 8->5, a1v1 12->5) Bug Fixes: Server STDIN now reads from console input rather than STDIN. This fixes issue where if STDIN is re-directed, we would end up spinning eating CPU usage. Fixed bug in callvote shuffle where it would pull too many players over Fixed issue where "Spectors", "Players", "Editors" etc titles would receive incorrect colours in scoreboard Optimisation/fix: widget list only sent to when it changes (rather than every frame) Server countdown won't start if server is still downloading from workshop (previously you could hear it on load screen) Cheers! -- Shooter
  9. 42 likes
    0.45.0 is our character & animation update. We've decided to split training into another release. This allows us to deliver the character & animation build earlier Training will become 46, I'll update the road map thread shortly. Character Customisation: We've added character customisation where you can mix & match different robot parts. There are now 5 robots: hostile, dedlock, sentinel, tracker & hornet. We've changed player colouring so you CAN set your own colour in non-team modes Added a "glow color" you can now specify Implemented new animations: We've done a full animation pass. We've added additive animations so the player smoothly looks around now. We've added IK so player feet stand on ground / ramps correctly We've added ragdoll (configurable in game options) We've made the feet lead to and pull away from the ground when jumping to make bunny hopping look "real" Drop system: Standard melees & robot parts now have a chance of dropping at the end of a match. Grenade Launcher: Grenade launcher has received it's art pass. Crouch: We've added +crouch It does change the hitbox, it's a smooth transition from big<->small When crouched you move slower You can crouch in the air, so you can jump into small gaps. Improvements: Cleaned up color overrides to be cl_colors_relative, cl_colors_enemy, cl_colors_friend. Color overrides only work when you are playing. When you are spectating it always uses the team color (or players color if not in team game) Profile UI now shows if you have multiple of an item Updated in-game roadmap Silhouettes can now be any colour Gibs/ragdoll colours & silhouette colours are now updated when you change team / colour override settings Added workshop buttons to title in scoreboard Clicking map title on scoreboard takes you to workshop Now get +10xp for a kill Carnage effect no-longer makes player go black. (helps with readability) Shotgun experimental now in core game Plasma experimental now in core game Flag Drag experimental now in core game Bug fixes: Fixed time-code display in replay editor Known issues: No swim animations yet Golden morning star isn't attaching correctly, will fix in first point release
  10. 41 likes
    ---------------------- 421 ~Fortune~ ---------------------- (duel map by @Greed and I) Suh duds? here is a map that litterally took us twelve decades to finish, witch means roughly 10 brushes per minute. steamworkshop link (with screens): http://steamcommunity.com/sharedfiles/filedetails/?id=738400540 clean version: http://www.reflexfps.net/forums/index.php?/topic/3987-amgt2-421-clean/#comment-31956 Special thanks for (m)oral support to these two german and swiss sexy playboys @def, @fht ( ͡° ͜ʖ ͡°) Very many thanks to @Pill_, @Brancaleone, PhunkMazterK, @Luft, @Terifire And also thanks to everyone else helping: @memphis, @Warlord Wossman, @Kyto, @LuGia, @LKSR, @zajfy, Xortion, psalmiak, helltiger, @NeuerGolf, @promEUs, @sandbox, and probably a lot of other people im forgetting, if so im sorry brah. any kind of feedback is very appreciated given the map is most likely far from perfect, and not finished yet! We hope you enjoy playing the map, gl hf guys <3 Known issues: some clips are still kinda meh or missing some brushes are still devgreys, thats the counterpart of doing a map with ~17000 brushes and having to basically colour them all after you are done with the main polish ic position is really strong atm rail is really strong atm cycles are hard to break ~~~~~~ Some screens ~~~~~~
  11. 41 likes
    New Supporter Weapons: As voted by the public, we have released two new supporter Melees: Short Sword and Mjolnir Added Awards: We've added 44 awards which are awarded for doing various cool things in game. There's an award screen which you can use to see what they are and which one's you've received. Added XP system: XP is earned by receiving awards. XP is a fun stat which gives you progression for playing Reflex, and allows you to see how long your opponents have played Reflex too. We'd like to attach XP to player drops further down the line. Added Steam Stats Integration: We've added some fun statistics to allow you to track your adventures through Reflex. UI improvements: Added KillFeed with lots of new unique death SVGs Added SVGs for each custom melee weapon! You can see this in the weapon rack & the kill feed. Added Profile Tile to main screen Replay editor: Added re_setfov & re_setfovlerp -- you can now specify FOV for your key frames, General Improvements: m_advanced_acceleration now handles negative numbers cl_country is now flood protected Bug fixes: Fixed spawn issue which was favouring wrong spawn when NO valid spawns were found (really this only happened in test/empty maps) Flags should now appear on pickup list in competitive mode Mapping: Added skeleton arm mesh - MAD_JIHAD request Lua improvements: Added Lua var player.weapon[].isAllowed which indicates if you're in a weapon restrictor SVGs can now scale in Lua without a huge performance cost SVGs can now be blurred (they are converted to single colour in the progress) Exposed nvgLineHeight() Added weaponDefinitions table so you don't need a player to get weapon name & colours Added global steamId of local player Large avatar of local player is now available Gameplay (changes pulled from experimental to core): Ramp fix Melee trace range 64 -> 80 units Melee trace radius 8 -> 12 units Rocket explosion radius 96 -> 112 units Spawn LOS check angle 120 -> 360 degrees Spawn LOS distance 768 -> 1000 units Gameplay changes: Casual TDM is reduced from 15 to 10 minutes Weapon respawn is now 25 seconds in competitive TDM mode Experimental changes: Plasma cell speed changed from 3000ups -> 1500ups Plasma cell damage changed from 12 -> 15 Shotgun reload changed from 1000ms to 800ms Flag drag, over 640 ups your speed will be limited with flag. After feedback here Reverted previous IC changes, going to try something else in the future. Let's Dance!
  12. 40 likes
    The hype train has finally pulled up at the station. Now we can finally curl up into a fetal position for an hour until we need to start work on 47.1 btw, NEW PLASMAGUN AND BOLTRIFLE MODELS ARE INNNN Mutators We've implemented mutators which add a bit of fun to the game for more casual players. We've also retired the old arena game modes and pulled across arena mode as a mutator. Addon support We've implemented addon support which allows you to share your widgets and game mods over the workshop. There's a lot of cool widgets out there that people have made, making it easier to get and keep them up to date should really allow people to use them more. Addon supports asset overriding, so you can bundle custom jump sounds etc in addons too! For an example on how to create your own addon, check out this post: Widget and client side modifications The custom widgets are a great feature for Reflex, but they also allow you to really assist yourself in game. What exactly to allow/dissallow is not an easy thing to decide. For example I think everyone would agree there isn't much gain with custom jump sounds (depends how elitist we go i guess), while I think everyone would agree having a custom armor pickup sound of 25 seconds definately crosses the line. So what we have done is provided servers with a list of the custom modifications each client has. This isn't easily visible and is only really going to be used by cheat detection people organising competitions. The intent is that some competitions may allow some mods, while others won't. Experimental Plus So we've had an experimental ruleset for a few patches now. We work with a small group of advanced players which take part in assisting us in determining which way to adjust the ruleset. It's been brought up that the turn around time for this process is too slow. So what we're doing is providing a new "Experimental_Plus" ruleset to this group which allows them to tweak gameplay on their own build. We're keeping this to just them for now because the goal isn't to have crazy mod servers out there, but to have intellegent subtle tweaks made to improve the gameplay. With the ultimate goal that we can more quickly finesse the gameplay. I wanted to make this known so people know about it, and also because you guys are all able to connect to these servers and see what they have been doing. I believe the up-coming League will be using this ruleset, for more perhaps talk to @Qualx Mutators Implemented sv_startmutators, callvote mutators Implemented sv_allowcallvotemutators so server admins can deny clients changing mutators added sv_allowcallvotemutators and sv_startmutators to dedicatedserver_default.cfg (with comment) Implemented vampire mutator: removes all health pickups, non-self pre-armor damage awards health based off gconst_mutator_vampire_health_for_1damage Implemented instagib mutator: no pickups, one shot kills, bolt + melee awarded on spawn, unlimited ammo Implemented melee only mutator: no weapon/ammo pickups, melee only, Implemented handicap mutator: gives extra health/armor to trailing player, added on TOP of spawned health (i.e. stacks with warmup mutator), clamped at 200/200 Implemented warmup mutator: always awards warmup values of gconst_player_spawn_health_warmup / gconst_player_spawn_armor_warmup + all weapons on spawn Implemented mutator: big head modee - on gibs, on ragdolls, on players Implemented mutator: low gravity - half world, grenade, stake gravity Migrated arena game modes to mutator system Added mutator icons to scoreboard Addons Implemented addon backend Watches filesystem for change in base/addons folder and reparses disk on notification (rather than only polling disk on install/uninstall) - this allows people to drag new addons in while reflex is running, and reflex sees it. Triggers steam-requery after assets on disk change Added "New assets found, restart required" message Added quick grouping of widgets into addons in widget list on UI (like a treeview but always expanded), hopefully will help organise addons Code Increased steam VAC timeout max retry count from 10 to 1000 Added patch for old protocol versions loaded in .replay files to update gamemode indices so things are nicely in order again (now that arena gamemodes are gone) Weapon restrictor now uses desired weapon selection rather than reading from player state. (this fixes issue where it would pop down & back up, this also fixes selection where it wasn't correctly picking the best desired weapon on spawn - specifically it occured in instagib) Physx gravity now matched to world gravity Exposed addon table to lua Asset (re)loader now caches state of failed assets / queried assets. So if an asset goes missing the game doesn't drop to ~5fps polling all 3000+ assets while it tries to load the missing one Fixed crash bug which would occur if steam API was not initialised re_setentityproperty should now work on large string properties also Secret surprise dev UI/Lua Fixed download % on addon dialog to correctly scale 0->100 (isntead of 0->1) Save & restore menu status on luastate reload (caused when any lua file uploads) Added staff pick filters on AddonPicker.lua & MatchPicker.lua Renamed Sort By -> Filter By on AddonPicker.lua & MatchPicker.lua Provided addonName field on widget to lua Art Added new bolt rifle model + effects Added new plasma gun + effects Added new melee: cleaver Added new melee: baseball bat Added new melee: supporter khopesh Added new head: juggs Added new head: hostile hoodie Fixed shotgun crouch anims (aim + attack) Gameplay Burstgun exp integrated into main game Shotgun exp integrated into main game Grenades exp integrated into main game Bolt rifle ammo exp integrated into main game Experimental Grenades now point trace (no collision radius) Plasma ammo changes: low = 40, max = 150, weapon pickup = 75, ammo pickup = 50 Plasma kb now 0.425 Rocket splash radius now 112 Ioncannon: kb now 1.7, damage = 6, reload = 46ms (= total 130dps) Ioncannon ammo changes: ammo pickup = 50 Let the whinge for 48 wen begin \o/
  13. 40 likes
    Tech Fixed multiple reflection probes for shader quality 0 Added simplistic network compression & encryption, seeing a reduction of around 33% traffic (server->client only) Changed default sv_steam_port from 25797 to 25788 Reduced jittering of all entities client-side Reduced jittering when colliding with other players Added comment support to config (.cfg) files Connect coomand is now just <ip:port> Use "password <blah>" in the console to supply a server password This format is required for steam:// links We now load player steam friends list, and their avatars Allowed friend info for players you meet in a server (to get their avatar + steam info) Dedicated servers IMPORTANT: Our dedicated servers now require the Microsoft Visual C++ 2013 Redistributable (x86) to be installed. Steam is supposed to install it automatically but that doesn't seem to work with SteamCMD. We expect we'll end up including this in future releases but for now we don't. Weapons All weapons again obey weapon offsets Updated IC: revised mesh, updated beam and impact effects, additional animation and glow effects when firing, new sounds based on states Fixed ioncannon beam clipping through ground visually in some instances in first person Added player hands in first person New first person weapon animation system Shotgun, boltrifle, plasmarifle casings eject from their correct positions again New first person melee animations Art Optimisation pass on egyptian meshes Optimisation pass on japan meshes Effects Blood decals are now larger and moister with smoother normals (helps look a bit thicker) Gib decals have more velocity spread (more likely to go on walls) CTF carried flag wisp toned down (might need another pass still) Blood on melee weapons now correctly matches blood in the world. Robot blood is now some kind of blueish coolant or something Stats Added in-game stats for weapons, powerups & generic player info (calculated server side) We also now track top 5 race times (and distance / topspeed / avgspeed), and store these for each player too Stats are all pushed to lua Stats are currently only available during matches -- no fancy web API. Scoreboard Implemented new scoreboard to showcase stats Scoreboard is different per gamemode Scoreboard is interactive By default hold +showscores and rightclick to enable cursor. You can click on another player to view more info about them, including adding them to friends / viewing their profile You can re-bind the scoreboard cursor release in the options menu. Either with the "showscorescursor" command for a specific key, or "showscorescursorhook" which allows you to hook it in to an existing key "Jump" / "Attack". You can now see player steam avatars on scoreboard Tou can now see friend status / add player to friends list on scoreboard Added flag for each player to the scoreboard, this is toggled with cl_country (cl_country default is pulled from steam) Gameplay Implemented /roll command (WoW style). To use, type "roll 20" in console Improved the feel of projectiles by pushing the projectile spawn position from 8 to 28 (and fixed all the bugs that usually would have caused). Editor Added ReflectionProbe entity. The old effect based reflection probes still work but are deprecated. Added me_showclip Added "Show Clip" to MapEditor.lua titlebar, which controls me_showclip Bugfixes Players will no longer get stuck inside each other Instead, they will have their collision disabled until it can be resolved. Internally, this is now known as "Patrick Swayzeing" Fixed bug where overlapping guns could prevent pickups. i.e. if player full on burst ammo, and burst gun overlapped RL, RL was blocked. Steam defaults are now applied after config load (this was probably causing steam defaults to be stomped :|) note - they are only applied if cvar is at default value! Clicking on ReflectionProbe no longer breaks it Fixed issue where prefab names with a space in them weren't properly being parsed in on map load. Fixed issue where end of game sound would sometimes play on connection Right click friend->join game should now work Known Issues Players are Patrick Swayzeing more often than expected. Again, our Dedicated Server currently requires Microsoft Visual C++ 2013 Redistributable (x86) to be installed Race times in scoreboard are not sorted properly Race times do not reset properly And finally... Reflex 0.40.0 marks the first release using a new set of internal development tools. While developing, we often find ourselves going back to the Steam build to play random peasants and are immediately stuck by how much it sucks compared to the development version we've been using. With these new systems in place, we should be able to release smaller updates more often, instead of holding on to good features for 3 weeks waiting for other features to become shippable. We're not entirely sure what our release schedule will be like yet, but the take away for players is that you can expect to see features within a couple of days of them being ready.
  14. 39 likes
    We're running a 2v2 TDM mapping competition! We're looking for the best 2v2 map which will then receive a full art pass and become the next official Reflex map. Prizes: 1st prize: AU$500 + your map will receive a visual pass from developers (new meshes, effects etc. will be made) and be made an official map. You will be fully credited as the original layout author. 2nd prize: AU$150 3rd prize: AU$50 What to do: We're looking for a 2v2 map layout - we are judging based on layout only. You are able to do some visuals if you wish to imply visual ideas, the theme is industrial sci-fi. Replays of matches on the final version welcomed and encouraged. How to enter: Create your map & submit to workshop. To officially enter reply to this thread with a link to your workshop map. If you're after additional feedback, create a thread for your map in the mapping forum. Rules: Existing maps can be submitted No ports, we're looking for new maps & you must own the map. Team submissions allowed, see legal section. Entries close: Midnight UTC September 18th How judging works: Judging will be ran from September 19th to September 30th. We'll have a public forum thread where anyone can vote for their favourite map. We'll have community judges privately voting their top 3 maps as well. Official judging will be done by Turbo Pixel, we'll take all votes into account and announce the winner on September the 28th. Legal: In order to accept 1st prize all contributing parties for the map will need to sign a legal document to assign non-exclusive rights for Turbo Pixel Studios to use your map layout. This allows Turbo Pixel to ship it in the final game, while it allows you to use your map layout in another game if desired. edit: The judges are in: Crazyal, Dacra, Draqu, Kovaak and Terifire thanks to our judges for helping! <3 edit: we're extending judging by another 5 days to 30th September, more play tests required Good luck! Let the mapping commence! Entries are: Bastion by F14m3z - http://steamcommunity.com/sharedfiles/filedetails/?id=670721026 Phobos by promEUs - http://steamcommunity.com/sharedfiles/filedetails/?id=716386516 Ironguard by irish - http://www.steamcommunity.com/sharedfiles/filedetails/?id=626520198 deadzone by HunteR - http://steamcommunity.com/sharedfiles/filedetails/?id=734294350 Xonium by Xoni - http://steamcommunity.com/sharedfiles/filedetails/?id=736275128 Thermal Blast by def and mazu - http://steamcommunity.com/sharedfiles/filedetails/?id=741879425 The gravesite by def and fht - http://steamcommunity.com/sharedfiles/filedetails/?id=608448000 Dysnomia by Zohd - http://steamcommunity.com/sharedfiles/filedetails/?id=748211260 Nihilum by Tac - http://steamcommunity.com/sharedfiles/filedetails/?id=745760085 Defensive by Cooledcannon - http://steamcommunity.com/sharedfiles/filedetails/?id=750853706 Half Breathless by Kokos - http://steamcommunity.com/sharedfiles/filedetails/?id=661098854 Turbo Shape by Kokos - http://steamcommunity.com/sharedfiles/filedetails/?id=672273328 Dimensional Object by Kokos - http://steamcommunity.com/sharedfiles/filedetails/?id=735917890 Melting Shell by Kokos - http://steamcommunity.com/sharedfiles/filedetails/?id=736214868 Velocity Curve by Kokos - http://steamcommunity.com/sharedfiles/filedetails/?id=742339034 Doubled Tought by Kokos - http://steamcommunity.com/sharedfiles/filedetails/?id=750309097 Knee-Deep in 2v2 by Kokos and pakao - http://steamcommunity.com/sharedfiles/filedetails/?id=746017421 Highrise TDM by sndrec32 and Forest - http://steamcommunity.com/sharedfiles/filedetails/?id=735962069 Misty by Cooledcannon - http://steamcommunity.com/sharedfiles/filedetails/?id=760406728 Faraway by Sab0o - http://steamcommunity.com/sharedfiles/filedetails/?id=660520243 Wheresoever by Sab0o - http://steamcommunity.com/sharedfiles/filedetails/?id=660520239 Sphinctified by Smilesythe - http://steamcommunity.com/sharedfiles/filedetails/?id=764552988 Impulse By Tac - http://steamcommunity.com/sharedfiles/filedetails/?id=763588309 Sterile by Spessu_sb - http://steamcommunity.com/sharedfiles/filedetails/?id=765270352 Dystonia By Spessu_sb - http://steamcommunity.com/sharedfiles/filedetails/?id=618548083 Def-Control By Irish - http://steamcommunity.com/sharedfiles/filedetails/?id=765290345 BD_2v2 #1 By BlazeDillon - http://steamcommunity.com/sharedfiles/filedetails/?id=762300420 Moruga By Gramz - http://steamcommunity.com/sharedfiles/filedetails/?id=765388375 b.i.a.s. By Lumpp - http://steamcommunity.com/sharedfiles/filedetails/?id=765621615 Quantized By KvanttE - http://steamcommunity.com/sharedfiles/filedetails/?id=766115864 dm_collapse By Visitor - http://steamcommunity.com/sharedfiles/filedetails/?id=632111904
  15. 37 likes
    I'll be starting a Duel guide series on youtube, mostly aimed at current and upcoming duelers that want to improve. Feel free to provide feedback on the videos and suggest topics you want to cover, the first few videos will be about the basics, I'll probably go into the more advanced stuff as the series goes on. Playlist 1. Introduction 2. Fundamentals 3. Movement Thank you for watching !
  16. 37 likes
    Hey Lads, This update includes several bug fixes + optimisations. It also includes the addition of a time penalty for leaving matchmaking games early. We've had some feedback recently with regards to people leaving matchmaking games early. This ruins the experience for the other player. To combat this we've added a time penalty if you don't play your game the whole way through. The forfeit option is still there and should be used if you concede defeat. If you forfeit there is no time penalty. Matchmaking Improvements: Can now only forfeit after > 2mins and losing by > +5points If you quit a game in progress, you now incur a time penalty. Leaving lobby no-longer removes you from MM queue Disconnecting from server no-longer removes you from MM queue If you disconnect from a MM game you were playing in, it will still remove you from MM queue Added MM spinning icon next to "Quick Play" to help show that MM queue is still going Timer says "Lobby" instead of "Warmup" when in lobby Detailed match results now sent to masterserver on end of game Added new Russian server in Novosibirsk Added new EU server in Berlin Improvements: Added seconds to replay file name Reduced suicide delay to 2 seconds (from 5) in race mode Bug fixes: Fixed default bind for cl_replay_marker to be 'M' UI now only informs you that leaving will count as a loss in a MM game if you're actually playing Fixed crash on command line +play blah.rep Fixed rich presense text to be correct when in lobby as party Fixed bug where party leaders would remain in queue when members left Optimisations Fixed spatial coherency optimisation between player steps. should greatly reduce CPU load on client+server. Cheers, -- Shooter
  17. 37 likes
    Here are some new gifs I just created of what the devs are working on. A first pass of the new animation. Hype away!
  18. 37 likes
    Since we've been a little quiet with the updates, we thought we'd fill you in on the basic roadmap we've got planned over the next few months. Version 0.31.x For this version, we've been making big changes to our art pipeline. For players, this means better performance -- both generally and through the newly implemented quality settings. Running some profiling on my system, the current Steam build averages 146fps. The new version averages 154fps on High Quality, 184fps on Medium quality and 264fps on Low Quality. We're expecting these numbers to improve further as we finish off the last tasks and if Low Quality isn't enough for you still, we've got a High Visibility mode planned that will have very little detail but should run very very fast. Reflex now also supports DirectX 10 devices. There's also exciting changes for us devs, who are excited about weird things. One of the major changes is implementing a macro/micro texture system. In simple terms, what this means is that we now create a material that says "this bit here is wood and this bit here is steel and this bit here is cloth". Not only does this significantly improve the detail of our textures, it also lowers the cost and makes tweaking and customizing materials a whole lot faster and more powerful. This power will be passed on to map authors as soon as we hook up a UI for it. Initially, this will mostly mean that you can have complete control over the colors of the dev textures via tint overrides but eventually you'll be able to override each micro-material on a surface. For example, if we provided a material that was a door with iron bracing, you would be able to replace the iron with something like steel or gold or the wood with a darker version or a worn, painted version (that you could then change the paint colour of). We've also cleaned up our PBR shaders (including the addition of Image-Based Lighting and Reflection Probes), changed the way all of our textures are packed and compiled and are currently working on some changes to the lightmaps that should increase performance and decrease their filesize. Oh and Electro made our loading bar orange for no apparent reason. So, this has been another huge job, immediately following the last huge job (the netcode). The reason we've been quiet with updates is this isn't something we can put out half finished -- it requires us to redo every single material and effect in the game (until recently, things looked very, very broken). We also need this tech done so we can continue progressing with our secret unseen art. All this means that there's unlikely to be any significant changes to the game code itself for this update -- we don't want to delay it any longer. But.. Version 0.32.x The major feature for this release is planned to be an overhaul of the UI system. If everything goes to plan, when we're finished we should have a UI system that is much, much faster to implement so it won't take us hours of fucking around just to do a simple options menu. We're not sure how much will be added or redone in this version but the important part is that development of features like matchmaking, a better server browser, workshop support for maps, training and tutorials etc will no longer be blocked by a crappy UI system. Fortunately, the UI system can be done behind the scenes -- having it half finished won't prevent us from putting out updates. So we'll probably take this opportunity to fix some of the underdeveloped bits of gameplay that are dragging matches down. The first of these is changes will be the way MegaHealth respawns. Instead of the fixed 30 second respawn it's on currently, we will be implementing a CPMA style "Respawn after wearoff" system. Initially for testing, "wearoff" means "player has lost 100 health, either by damage or by health decay". In order to avoid the situation where the player who last had the mega gets to know the exact timing but their enemy has to guess, we'll be implementing a visible and audible effect when Mega has worn off and the respawn timer has started ticking. Next up is splash damage going through walls. We spent a couple of hours the other night working out a system that meets all of our requirements and we're happy with how it looks on paper. The plan is that splash damage will penetrate though 8u brushes but beyond that will be blocked as expected. Primarily this means that if mappers want to create special, risky sections of walkways that are vulnerable to splash, they can. Players will be able to easily recognize these thin surfaces and know to be careful on them. The system also fixes the problem of "stair armor" found in some games where an 8u high step can magically shield you from a rocket exploding 2 inches from your feet. It also makes peeking over ledges slightly more dangerous -- if your feet are ~8u from the edge and a rocket hits it, you'll still take damage (previously, you'd have to have your hitbox actually overhanging). This release may also see an experimental Respawn Preview system implemented. The way this works is that after dying, your view is teleported to where you will be respawning but you are not actually spawned until you click. This adds some meta to the spawn system. Players could wait to spawn to avoid a nearby enemy or stay safely dead until a nearby item respawns. They could spawn sooner, prepared to quickly finish off a weak player nearby (or telefrag them if they're stupid enough to stand on the spawn). Like all the experimental features it ultimately comes down to how it plays. If it adds nothing significant to gameplay (or worsens it), it'll be stripped out. If it's awesome, it can be tweaked and built upon (this system could easily evolve into a "choose your own spawn" system if it looked like that system would have value). We're also expecting to do some minor fixes and improvements such as proper overtime and biasing player respawns away from whoever killed you (instead of where you died). Oh and we'd like to have a Resist power up in soon. Version 0.33.x - Version 0.36ish Nothing for these versions has been set in stone but the short list is: Training and tutorials (allowing people to add tooltip pickups and in-game replays to maps), Steam Workshop integration for maps (including auto-downloading on demand hopefully), matchmaking (first pass might be as simple as basic, region based pickups or could go as far as proper ranked matchmaking), race modes (which also establishes some core bits of code for CTF), some love for the map editor (group selections, prefabs, flipping and rotation of geometry, clip/split tools, scale/transform gizmos) and maplists (defining rotations of game modes and maps or just creating map pools. Also on Steam Workshop). I'd also like to be doing some of the larger experimental gameplay changes around this time but those will be tested privately first, in case they're rubbish.
  19. 36 likes
    Please see announcement post here: http://forums.reflexarena.com/index.php?/topic/4266-reflex-arena-launch/ See full changelog below. Cosmetics: Golden weapons now available - these are purchasable with competitive points in the profile menu New character parts "Ronin", including legs, arms, chest, head New melees: Katana, Tech Katana Added arms: Colossal Added heads: Jaguar, Owl, Monkey, Hockey, Hog, Cyborg, Roo Art: Added jumppad effects to jumppad brushes, subsequently jumppad green surfaces are no longer visible during play Training maps have had a quick spit n polish applied Maps: Updated Ironguard: Isengard off workshop Added map Aerowalk Bots: We've added bots to the game! They are not designed to beat the #1 player in the world, they are designed to practice against. You can find bots under TRAINING -> bots. You can add bots to your game via PLAY -> Host Game in the menu. Alternatively you can use sv_addbot (additional available parameters displayed in console) Bots are a first pass and will likely receive future improvements and fixes. Bots (to map creators) To use them in your levels, you can build navmesh with the editor toolbar (or with nav_build), these are saved when maps are saved, and published to workshop when maps are published To debug the navigation, you can use nav_debug 1 Use EntityNavLink's to set up special jumps for bots, you can also help them take jumpads which are not usual trajectory note: You'll need to upload your nav to the workshop before people can play bots on your maps! General improvements: Country code length from 2 to 7 chars (sct flag for CrazyAl) Can now forfeit in overtime r_smaa 1 is now default AA screenshotClean will now ignore replay primitive objects (camera spline etc) Entity reflection probe position now effects lighting hash (i.e. moving reflection probes will now cause lighting to become invalid) MM improvements: Blocked MM if game owner isn't same as logged in steam id (i.e. using family sharing) Now receive CP for winning competitive games Added Turbo Tuesday! Double CP Matchmaking CA / TDM now strictly 4v4 Updated map pool (see announcement) UI improvements: Added team colours to kill feed, in non-team modes own results in kill feed take your primary colour, your kills are highlighted brighter Added PickupNotifier widget Added FragNotifier widget Added TeamHud widget ScreenEffects widget: added hurt/damage feedback Awards now display for the correct time during replay export. Crosshairs.lua updated: added hit feedback (additional drawn (choose from 1 of 7 available), configurable size, end size, intensity, duration), preview displays combined result that will be seen at initial damage dealt Replay editor: We've added a UI for the replay editor, including timecode + dropdown to select who you're following ESC now works properly in replay editor, with a context-sensitive replay menu Gameplay improvements: Spawn system: suicide kills are no-longer random spawn. Spawn system: LOS test now much looser (i.e. it won't pass if spawn point is hiding behind a pillar for that instant) Changed gconst_grenade_trace_radius_world 1.0 -> 0.5 Changed gconst_grenade_trace_radius_entities 0.25 -> 0.0 Bug fixes: Fix for crash occuring in client remote console when attempting to format bogus strings MatchPicker widget: added clip on author name to prevent long names overhanging map tile Fixed issue around "Start" button on menu where it was trying to show an empty hovertext next to it Removed sounds heard during load screen Game countdown no-longer aborts if someone disconnects in MM games. (I believe this was the cause of behaving players receiving bans - the countdown would stop as opponent has DCd, then they'd DC (rather than wait for the full timeout) which would give them short ban.)
  20. 36 likes
    Hi guys, Getting towards the end of 47 point releases. This one adds extra info to the server browser, and sets the bullet hitbox & wallclipping to be used in all rulesets. There are also a few bug fixes. Changes: Significantly increased level cap Game no-longer loads .pak files inside addons, please don't use pak files in addons Match Picker Dialog filter now defaults to "Staff Picks". Selected filter is saved to game.cfg Player bullet hitbox is now in all rulesets Wallclipping is now in all rulesets Bug fixes: 47.2 (accidentally) introduced client-side-predicted bolt impacts vs players, and it's not 100% accurate. Removing this, the player impact needs to be server verified. Wallclipping now only effectx X+Z axis - this fixes head bumping Fixed bug where replays from 47.1 would crash Addon widgets that override standard widgets are now properly sorted into their addon group in the UI Improvements: Server now pushes rules to steam (timeLeft, ruleset, gameState) Server browser: can now hide old protocol servers Server browser: now see mutators in server list Server browser: hover window now display server rules, player list + mutator list re_seek_to will now block and finish loading up to the specified timecode (rather than just failing) Added com_logclearonstart (allows you to append to log files when set to 0) Experimental plus: Exposed movement constants: gconst_jump_velocity, gconst_double_jump_velocity, gconst_playeronground_speed, gconst_playeronground_acceleration, gconst_playeronground_friction, gconst_playerinair_aircontrol, gconst_playerinair_bunny_accelerate, gconst_playerinair_bunny_wishspeed, gconst_playerinair_acceleration, gconst_playerinair_decceleration, gconst_world_gravity, exposed gconst_playerongroundcrouched_speed, gconst_playerinaircrouched_acceleration -Shooter
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    Server: Netcode optimisations to reduce traffic, this helps previous lag experienced in high player count matches. (A lot of) CPU & memory load reductions. This helps with performance (and stability) of high player count matches. App is now back to CLI Now shows load % to give you an idea of performance. Fixed issue where crash reporter was deadlocking Improvements: Added com_logfilename, can use to log console on client/server Content browser now keeps selection on hide You can now mouse-over a server in the server browser to get a player list of people in server re_export export now correctly names images *.png (was previously writing *.tga despite them being pngs) Renamed "Callvote: Match" -> "Change Map / Mode" Dropped pickups now collide with PLAYER_CLIP Added rulesets casual/competitive/experimental (sv_ruleset, sv_startruleset, callvote ruleset) General bug fixes: Adjusted range on FOV slider (was -200 -> 200 now 70 -> 170) Fixed reflection probe issue where they occasionally broke across map change -- please rebuild your maps and upload to workshop! Fixed issue where IC beam sustain sound wasn't correctly being positioned on 3rd person weapon Fixed issue in ATDM where suicide damage was counting towards your points Editor bug fixes: Fixed bug where sky fields were listed twice Fixed a bunch of lua errors thrown when bogus values added to edit boxes Restored "Apply Selection" UI button in EntityVolumeSelect Experimental ruleset: An experimental ruleset has been added to allow for rapid iteration & testing without impacting the core gameplay (i.e. tournaments). When pre-jumping on angled ramp you'll now be effecting by ramp angle Spawn system: increased spawn blocking angle check to 360 & distance to 1024 IC trace is now "fat" (it has volume, instead of being a point trace). IC damage reduced to 5 Plasma cells now have volume Slightly increased Melee range and radius. Casual ruleset: Added casual ruleset designed to just be loaded up and played. It's the default ruleset for Reflex. Reduced 1v1 timelimit to 5 minutes and team game time limits to 15. Competitive ruleset: Added competitive ruleset designed for competition play Item respawn times are not exposed to Lua Timelimits are standard 10/20 mins. Known issues: Double kill bug still exists. Double flag (!) flag is popping out when people don't die some times, seems releated to double kill bug. Triple jumps are apparently are not working in experimental branch. com_logfilename seems to not be writing everything correctly.
  22. 35 likes
    Workshop: You can now grab maps directly from the workshop when starting a server or callvoting a new map via the in-game menu. Added new console commands: "wmap <id>" and "wmatch <id> <mode>" for voting workshop maps Maps can now be published to Workshop directly from our map editor via the "Publish" button in the top toolbar. You can also rate, favourite and subscribe to maps during the end game screen. Gameplay: Spawn system overhaul Fixed broken biasing giving wrong spawns You can no-longer spawn at same spawn as last time (10 second timeout) Added line-of-sight check LOS checks can favor/block potential spawns depending if person viewing it is friend/foe. In team games it's modified by number of people viewing spawn. i.e. 2/4 team mates looking at a spawn, will increase the change you can spawn there by 50% of the existing chance. Existing chance is based off normal distance biasing. Added fall-back in team/FFA games where all spawns are not available. It will allow any spawns except ones assigned to other team (ctf) or if a team mate is standing on it. Added initialSpawn property to player spawns -- these will be used for the first spawns of the game (provided there are enough available). Burstgun now fires 6 shots, at staggered offsets, and do 7 damage per pellet Editor: Removed modes a1v1, atdm, affa from worldspawn -- these are now just attached to 1v1, tdm, ffa, respectively Added weaponclip magic material -- blocks shots but not players. Game won't end due to few players if there's a player in editor mode. (i.e. you can solo edit race maps while game is in progress now) Added EntityWorkshopScreenshot -- saves out high quality screenshots on publish so you can quickly update additional screenshots via the Workshop website Improvements: Screenshot/screenshotWithDepth now save to PNG format Added support to auto-convert old netcode revisions to live version AKA "we can load old replays (from now on)" Improved connection/mapchange handshake-- maps can now be pre-loaded if client can source the same map. (from either disk or workshop) Improved load screen, no-longer triggered just on gamestate download. also displays client/server workshop download percentage. Added hands in 1st person (only partially visible on burst gun so far, WIP) Scoreboard will now list people queue'd for teams under the correct team. spectators / editors are still always on the left under team ALPHA. Added ready up text Implemented fog system Added end of game camera wobble & sound Added game finished flag to replay file. (only flagged if gamestate is gameOver on save) Replay recording are now correctly saved & stopped on map / mode change. You can now see yourself in the end-game screen. Replays created from workshop maps are now prefixed with TITLE instead of mapname (5939432432) Removed r_ssao & our SSAO implementation (we still have r_hbao) Renamed "SSAO" in options menu "HBAO+" Bugs: Fixed replay editor toggle bind in UI (wasn't hooked up properly) Fixed incorrect material assignment - brick_gothic_wall_cnr Fixed AmmoCount.lua from stomping lua weapon colour (so it appeared white) "com_maxfps" limited to [10->inf) or 0. quick fix this prevents issues caused when playing < 4fps Fixed subframe bug where mousewheel events would be triggered when console was visible Fixed issue where clicking JOIN ZETA button wouldn't work (as it was performing two cvars on same frame, and correct data wasn't being sent to server) Fixed issue where cl_playercolor* would stomp some player state flags when it shouldn't. (such as changing team index to 0) Replay file names are now purged before saving to disk (previously bogus character names in players were preventing files from being created) Fixed script bug where "FRAGGED" would be displayed when you're queue'd to play. Binds are no-longer passed to game now when in the menu. (this fixed weapon being changeable in menu + also editor working in menu) Disabled crosshair in end of game screen Fixed spawn biasing to actually work properly (see more info in the "Gameplay" section) Callvote dialog no-longer hides & re-appears when die. Start server button (in menu) now performs "disconnect" first, ensuring it's a true server restart, and not just a map change. Optimisations: Removed some redundant/old textures to free up some VRAM Updated hostile (has new normals, improved lods) Updated ivy textures: simplified albedo look a bit and halved res (1.7mb on disk to 440kb on disk) Updated pipes to have smooth normals Maps: Updated PRDM3/Ruin -- bolt platform lowered, new blue tele by the mh/yellow armor Maps shipped with Reflex have now been renamed to their proper titles (such as Ruin.map) instead of arbitrary gibberish Transitioned a heap of previously included maps to workshop Servers: Renamed sv_public to sv_steam to avoid near-constant confusion Implemented sv_allowmodes -- server will prevent changes to anything NOT in that list. If list is empty, all modes are allowed. Arts: New Burstgun mesh (still a work in progress) Industrial mesh set optimisation pass Optimised effects: environment steam Optimised effects: lots weapon trails and impacts Optimised effects: pickup smoke Ivy leafs now all support albedo overrides Ivy performance increase Lua: Added Lua variables: serverConnectedToSteam, player.inventoryMelee, world.mapWorkshopId, timeLimit, timeLimitRound Added Lua function: meGetPrefabList() Exposed camera position to lua Fixed bug where data saved by widget:saveUserData() wasn't saving correctly if called in widget:finalize() Fixed issue where widget cvars were not saving correctly to .cfg Exposed vote information to lua Callvote popup implemented in lua -- we get pretty pictures now :) Fixed bug in WeaponRack.lua where it was stomping weapon colour to white Fixed issue where right & middle mouse were flipped for lua mouse regions. Misc: Removed laughably out of date readme.htm Added match <mapname> <mode> command to save doing two seperate votes Implemented screenshotClean - generates high quality constant FOV screenshot. Can specify custom resolution here (and take 8k screenshots etc :))
  23. 34 likes
    So, I spent Sunday and Monday furiously writing up notes and recording videos since I wanted to get to as many of the newer players to the game as I could (yay Steam sales). Many of you have already seen the end result - 10 episodes (about an hour and a half) of videos going from the very basics of Reflex to some more advanced strategies to employ in duel. Here's the full playlist. Or, here are the individual episodes: IntroductionMovement BasicsGame ModesHealth/Armor Systems & PowerupsWeaponsConfigurationCombat tipsSubtletiesAdvanced dueling strategiesHow to get betterIf you prefer to read text instead of watch video, I transcribed my notes into something more intelligible and put them on the Reflexfiles wiki here. My intent is to try to keep this series relatively up to date with changes to the game. I separated the series into so many episodes so that if I need to re-record something, it won't be a major hassle. Also, as I mentioned at the end of the last video, I am planning on doing some informal demo reviews when I get a chance here/there. Players of any skill can send me a replay (just message me here, on IRC, Steam, or Reddit to coordinate), and I'll try to give it a fair review of what I thought could have been done differently. I'll let you know what I think you missed. I just request that the game you played be something where it wasn't a complete blowout in one direction or the other, and that you were engaged with playing the entire game (not spacing out).
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    We've been making good progress on the Character update, crouching is a lot of fun, keep an eye out for WIP updates on our social media outlets. We also have some team changes happening. I’d like to take a moment to thank Newborn(Dave) so much for being a big part of the Reflex development team. We wish him the very best in his future endeavours, and ask the community to give him a round of applause for being a great part of the Reflex family for years. While he is moving on from day-to-day development with us, we hope to play some matches with him on our full release launch! We’re currently developing the new pre-launch version of our website, which will include team bios for all the Turbo Pixel development family - including Shooter, Electro, Yasashii and Thaylia. The team is excited to share that Thaylia will be leading our community management, social media and general communications for Reflex, so say hi if you haven’t already! And for today's big announcement, we've also put together a point release to address several on-going things! See the change log below Gameplay changes: Melee range reduced from 80 to 68 Melee trace range reduce from 12 to 10 Award "pineapple" now requires direct hit to be fatal Experimental changes: Plasma cell damage reduced from 15->14 (is 12 in casual/competitive) Plasma cell speed increased from 1500->2000 (is 3000 in casual/competitive) Adjusted cell knockback for damage changes (KB should be same as casual/competitive) IC beam now has a thickness of 1u IC reload time increased from 44ms -> 50ms Shotgun reload increased from 800ms -> 1000ms (is 1000ms in casual/competitive) Shotgun pellet count increased from 14->18 Shotgun pellet damage reduced from 6->5 Shotgun pellet spread increased improvements: Falling out of the world, telefrag, overtime & suicide no-longer count towards damage taken Stats: games player, weapon usage, deaths, damage received/given are no-longer tallied in race mode Updated console error "client: disconnecting due to full input queue, server disappeared?" to "client: server stopped responding" Fixed issue where com_maxfps 144 wasn't working correctly (would actually clamp to 167) -- thanks cat smoker! Added cl_predict_items Added AwardNotifier sound Slight tweak to megahealth pickup Server now posts message to all clients if another client is disconnected due to steam authentication failure (may help track down disconnects) Lua: Weapon definitions table now updated when ruleset changed Updated Lua documentation "gameColors -> extendedColors" Exposed replay a whole bunch of replay editor variables to Lua Chat beeps now play from Lua Bug Fixes: Fixed award spelling "Vengeance" Fixed issue where setting sv_steam 1 in your console without Steam running would not allow you to create a server via the UI Fixed bug where CTF flag would disappear Fixed bug where burst gun did double damage at close range VAC timeouts are now retried up to 10 times before disconnecting a client Fixed issue where stats weren't properly writing when you quit a server (would rollback up to 1 minute) Fixed issue where re-connecting to a server would report you are not authorised (because your own self was still timing out) Fixed player collision vs brushes with sharp edges. (adding bevel planes) Replay Editor: Added re_setentityproperty Fixed issue where changing entity states via replay editor would occasionally cause next re_save to corrupt replay Fixed issue where local camera didn't have correct extrapolation applied when attached to a player entity. Fixes issue where camera when attach to a player was not using correct extrapolated position. Cheers lads! Shooter.
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    ​1. The current enemy model isn't final, but I don't expect the silhouette of the model to change significantly. This week though, we did implement special "hero lighting" for the players that helps bring out recognizable internal shapes in the character, regardless of the scene they're standing in*. After a certain point, these internal shapes are much more useful for reading a character than just the silhouette. 2. The animations are definitely going to be redone, but we don't have an ETA on them yet. There are technical reasons why the Keel model in Quake 3 is "conveniently standing around in his cilindrical hitbox" and gameplay reasons why 99% percent of players forced their playermodels to Keel, instead of something that backflips everywhere. Hitboxes in Quake 3 are axis-aligned bounding boxes, meaning they don't rotate on any axis, regardless of what the player does. AABBs are used it most games when possible because it's extremely fast to calculate collision and hits against them. QuakeLive moved to a cylinder hitbox for hit detection but I'm confident it always remains flat on the ground for similar reasons. So, most players used Keel because he was one of the few models that actually sat nicely within that AABB and didn't leave it. Quake 3 had some characters with far more interesting animations, but they were generally avoided because of how inaccurate they were. For example, the Doom model occasionally does a backflip. When he's upside down at the apex of his jump, his entire legs are outside the bounds of the hitbox (so if you shoot them, nothing will happen). But then at the bottom, there's half a player worth of "empty" hitbox (so if you shoot the empty space below them, you'll get a hit). While we want to make the animations in Reflex look good, they need to still consider these issues. We have a very small threshold for what we consider acceptable when it comes to player animations straying outside the hitbox, so we need to work with that. 3. The current hitbox for you guys is a standard AABB, same as Quake3. As you can see, there's issues with it. It's easy to have the player rotated in a way where he doesn't fill out the hitbox nicely and (since the hitbox is axis-aligned), there's certain angles that give a greater surface area to aim at than others. This was annoyingly inconsistent in Quake 3, so Quake Live eventually replaced them with cylinders to minimize those issues. The current hitbox we've created for the next update is a capsule shape.* This significantly reduces all of the issues above, to an even greater extent than cylinder hitboxes do. The hostile was actually designed around this hitbox shape and if you look at one of the early concepts created literally years ago, you can see the capsule design in the background. So yes, as of the next update, the hitbox will "coincide strongly with the model's geometry" -- although not CS:GO style. Despite seeming good on paper, capsule-per-bones systems like that have a ton of technical issues to go with them too. The most obvious (because there's 36,000 threads about it scattered around the internet) is that once you're sending everything over the internet, it ends up feeling less accurate as there's far more to get out of sync / incorrectly extrapolated between client and server. One potential solution to that would be client side hit detection, but that generally doesn't feel nice to be on the receiving end of (and is a cheaters wet dream). Doom 3 actually had per-pixel hit detection, but it was offline only for exactly these reasons. And really, a system like that doesn't even make sense in a game like Reflex. Given the movement speeds, shots to the lower half of a player would basically be a coin toss, even if we could magically have the hitbox immune to network issues. I'm pretty confident that if we implemented it, neither us developers or our players would be happy with the way it felt. 4. Ragdolls for non-gibbed enemies has been planned for a very, very long time. We were going to put it in before Kickstarter but we ran out of time and ever since then, it's been pushed back in favour of more important tech and art work. At the very latest, it will come when we update the characters and animations. It will also magically fix a bug with floating corpses (which is the reason why we don't use the death animations we've got and instead always gib players ;)). -- So yes, there are ways in which Reflex will never look as polished as something like the next CoD or BF title. But it's import to remember that there are solid reasons for this. The slow transition from AFPS to modern military shooters can be easily understood through these art concerns being a higher priority than gameplay and that's not the way we work -- gameplay comes first, even if it looks a bit stupid. Bunny hopping will always look a bit stupid, so you're not likely to see a modern AAA title that has bunny hopping. You can't have accurate crosshairs unless you fire from the middle of the view, so you get aiming-down-sights. It looks wrong if you instantly transition to aiming down sights, so you get the delay as the view lerps. It looks wrong if you instantly trigger animations, so you get less responsive input. It looks wrong if you switch weapons in 100ms, so you get extremely long switch delays. There are hundreds of examples of this, and the core difference between Reflex and other games is that we will always put gameplay first and do the best we can to make it not look weird not creating gameplay around what looks best. * All of this is a work in progress. Please don't send me giant angry rants about things that are a work in progress. Most of the time, the issues you've sent me a small thesis on are already well understood and simply not implemented. All the premature rage does is make me less inclined to show anything we're working on.
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    ​​ ​prdm1 -​​ duel / 2v2 map REFLEXFILES LINK Big thanks to Warlord Wossman for being my daily consultant​ ​And a thanks to all the players who helped playtest it! SCREENSHOTS
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    We're very excited to announce that we will be officially launching out of Early Access! The whole team at Turbo Pixel Studios wants to thank you all for supporting us through the journey of Early Access. Season 1: Along with the launch we will be officially starting Reflex Arena's competitive Season 1. The Season will last 3 months and comes complete with leaderboards and downloadable replays: Available here We’ve updated the map pool after taking feedback and pre-season map vote statistics into account. Competitive 1v1 Aerowalk, The Catalyst, Static Discharge, Ruin, Furnace, Simplicity, Pocket Infinity Competitive 2v2 The Grave Site, Tephra, Iron Guard, Thermal Blast, Phobos Competitive CTF Sky Temples, Monolith, Suna Station During the season you will earn competitive points for your wins, which you will then be able to trade for epic gold weapons. You can preview these in-game in the updated Profile section. Bots: We’ve been working on bots behind the scenes for a while and we’re pleased to include them in this release. Check out the bots section under the TRAINING tab or host your own game to play versus them. The bots are targeted towards new players, and also players who wish to practise their aim. Changelog: The changelog from the last update to now is available here http://forums.reflexarena.com/index.php?/topic/4265-reflex-arena-launch-changelog/ We want to reiterate that launching Reflex Arena out of Early Access is just the beginning. The whole Turbo Pixel team will continue to update, create content, and add new features to the game - we are here for our community, and today we celebrate the 1.0 launch - it’s a beginning, and not the end! The Turbo Pixel Team
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    Ammo system Added ammo box pickups Boxes generally give half the ammo of a weapon pickup These can be placed by mappers the same as every other kind of pickup. Changed behavior of dropped weapons Players now recieve ammo for the dropped gun Players also recieve 50% of the enemies ammo for all other weapon types Changes + Improvements Improved the performance of SMAA 1x (by about 90%) Improved visuals and performance of HBAO+ (by about 5-10%) Changed how pre-load hashes are calculated, which should fix some issues with some Workshop maps not correctly preloading. Changed version of included MSVCP120.dll Updated the look of the weapon list to make ammo count more obvious. Updated maps Fool's Choice Use and Abuse Fusion Ashur Monolith Ruin Static Discharge The Catalyst Server stuff Removed sv_steamport Steam queries now use the same port as the game (sv_gameport). This should fix issues (that were totally not our fault for once) with connecting via steam:// links
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    After a few weeks of teasing, its time to release 0.38 on to the unsuspecting public. Some of the major features to check out once your download bar hits 100%: A ton of new gothic themed meshes, many of which are showcased in the newly included map Ruin (PRDM3) by PromEUs.The long awaited mouse acceleration, with unmatched control over the acceleration curve. There's a ton of settings in the menu to give you the feel you want.Some minor gameplay tweaks with a slightly buffed Ion Cannon and a significant improvements to the player respawn system.The usual squashed bugs and tech cleanups (such as getting maps ready for workshop integration, fixing bloom, etc)Primarily though, this update brings a major refresh of our menu system, in preparation for features like workshop integration for maps and HUDs, matchmaking, XP, friends lists, etc -- all the Steamworks features that players have been not-so-patiently waiting for. As the very first step, we've integrated one of the features in surprisingly high demand: cosmetics. We know a small number of players (burned by other games) are a little uncomfortable with the idea, so we'd like to address some of these concerns here (rather than in angry forum posts). First up, some players feel that it's in poor taste to release cosmetics before the core game is considered complete and historically we've agreed with them. But for this update, we felt the time was right. On the code side, adding this support was pretty trivial, taking only a couple of days. Art of course took longer but with shooter busy on UI, they were a good candidate to be developed in parallel. During the development of these cosmetics we have also honed our art style to give a much improved look for weapons and we are eager to start applying this direction to the core weapon set. Being able to spend a couple of weeks developing our look like this has been hugely valuable and we've barely scratched the surface. The cosmetics also give players a way to support the project without us begging for money. We've never been huge fans of taking pure donations and things like Kickstarter or Patreon eat a surprisingly large amount of development time (easily more time than we spent on cosmetics). This is also the idea behind the more expensive, gold, "supporter" editions of some melee weapons -- they're a way for players to throw a bit of extra cash our way to keep us developing while getting some kind of tangible reward. And of course, any microtransactions in Reflex will *always* be purely cosmetic. We will never have items with different stats because we feel that goes against one of the core values of an Arena FPS -- all players spawn equal. This includes ensuring that no cosmetics ever provide a subtle gameplay advantage (such as reducing your visibility to other players). We will also never use them as a way to paywall off things like modes or maps. If you own Reflex, you'll always be able to play any map or mode in it with anyone else who also owns Reflex. If at any point in the future we break any of these promises, you are encouraged to track me down and punch me in the face. General Added a bunch of stuff and then took it out again. You'll have to wait until next year. Tech Upgraded to Steamworks 1.35Fixed a flicking/shiny bug occurring with newer NVIDIA drivers, only occurred when HBAO/SSAO was enabled.Added underlying inventory and economy systemsAdded mouse acceleration and custom curves (special thanks to povohat and kovaak)Added cl_input_subframe againDefaults to off for now, since there's definitely still bugs with itFind them and tell us about itFixed a bunch of keyboard focus issues between raw input & normal input when lua widgets had focus on subframe inputFixed melee decal projection directionAdded PAK file supportThis should dramatically decrease initial loading times for anyone not on a SSDIf you're one of those players who likes pawing through all our assets, pak files are just zips.Savemap is now clientside in preparation for publishing maps to workshopSavemap is also when .light files are written, so remember to savemap after building light.Moved directories: maps, screenshots, replaysIf you're a server admin using various scripts to update, you'll want to adjust them for the new pathsIf you've got custom and work in progress maps, you'll have to move themUpdated r_bloom (more updates to come, but so far it looks better and runs faster)Removed r_bloom 2/3Reflex will no longer load invalid files.If you've got custom assets, they'll probably fail with an error. Just delete them, they're broken anyway.If you're getting lots of failed to load asset errors, delete your reflex folder (using explorer, not Steam) and redownload. Game Fixed melee on back to be hidden while using meleeAdded cvar bindResetToDefaults for when you've broken everything horriblyFixed last player in game getting treated as the loser and dropped back into the queueAdded worldspawn properties: author, name, min/max players, modesInvalid lightmap message now only shows while you're in edit modeAdded fat trace for melees (rather than infinitely thin noodle ray)IC now does 6 damage (up from 5)Spawn system has been fixed/rewrittenThe way the spawn biasing works has been improvedBias is now correctly based on your killers locationClosest spawn is always eliminated UI Re-write of most game menus and structureAdded video links to LEARN section (thanks Kovaak and entik! credits section soooon)Added sign() function to reflexcore.luaWe now provide inventory instances & definitions to LuaLua function bindReverseLookup now takes bindState Audio Added new melee swing and impact soundsAdded some menu interactivity sounds Effects Added bloodmaps for melees (the more people you whack, the more bloody things get) Maps Added/updated prdm3, prdm1-ashur and ctf-monolith (by PromEUs)Updated dp4, dp5, dp8 (by def and fht)Updated thcdm13 (by tehace)Fixed CPM3 jumppads Art Added new cosmetic 6 melees (crescent wrench, crowbar, hatchet, machete, pipe wrench, pipe, supporter hatchet, supporter machete. Go get em!)Added additional LoD meshes for performance increasesUpdated fire effectsUpdated several material intensities for bloom (more still to do)Removed a bunch of unused micro textures (free'd up lots of vram for computers from a decade ago) New assets: Gothic (Stone Archways, Barrel, Brick Wall, Dungeon Door, Gargoyle, Angel tatue, Gothic Fence, Gothic Gate, Brazier, Skeletons, Pillars, Tombstones, Cobblestone, Gothic Window)Common (Individual Planks)Industrial (Jail Door, Jail Bars, Grates)Ancient Japan (Stone Wall, Raked Sand)Veg (Grass, Flowers) Known issues: Cancelling a chat message with escape will also bring up the menu if subframe input is enabledApparently disabling sun also disables showing your player on the profile screen.
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    If you are reading this, 0.36 has finally hit... and it's easily our biggest release to date. For players, the biggest additions will be the full weapon set and industrial assets -- all in our new style. It's been incredibly rewarding to see all of this come together over the last month and we're excited about some cool, (secret) thing that we're going to be able to do with this style. This is the start of Reflex getting a whole lot prettier. If you're a mapper, you've now got a fully customizable, Lua-based UI for the editor (including an in-game content browser at last). Since there's no textures for it to cause problems with now, you can also scale meshes and override materials on every object, making assets a whole lot more flexible. We've also unified our lighting system, allowing for faster build times, less lightmap stomping, no more nolight textures and a consistent look across brushes and meshes. For the tech geeks, we've made a lot of changes under the hood to support a vertex count that has jumped from 300 thousand to 30 million in the space of a month. Besides countless small tweaks, we've also added a batching system, multiple reflection probes, NVIDIA ShadowWorks HBAO+, Level-of-detail meshes and probably more I've forgotten. With so much changed, detailed bug reports (submitted on our forums) are going to be invaluable. We're really happy with how this update has come together and ready to start working on the next. Editor: Content browser for effects/meshes/materialsEntirely Lua powered now, so get customizing.All meshes & brushes can now have their material type and colour overriddenMeshes can now be uniformly scaled up and down.Prefab system (EntityPrefab, me_createprefab, me_breakprefab, me_updateprefab, me_destroyprefab -- full docs soon)Minor improvements: Increased UI mouse scroll speedme_snapangle is now a floatPickup positions now always exposed in replayChanged respawn & teleporter sounds -- many more will be coming with our updated sound engine.Added industrial ambient soundsRemoved a heap of profiling sections so cl_show_profiler 1 is no-longer uselessAdded r_profiler 2CPU & Memory optimisations for serversAdded weapon land impulseAdded weapon bob (see cl_weapon_bob)Added ultra quality settingsTech: Added static batchingRemoved lightmapping (we're now 100% probe-lit).probe files are now redundant -- all baked lighting is saved into .lightCan now load un-matching .light files (no more lightmap stomping the second you change anything)Added support for multiple reflection probes (requires DX10.1+)Added SMAA x1Added quality levels for FXAAImplemented NVIDIA ShadowWorks HBAO+Implemented LOD systemBug fixes: Restored UV rotation commandsme_getmaterial now works again when no faces are selected.Weapons no-longer rotate around crazy when building lights, much to newborns dissapointment.Fixed rotation on meshes when doing group rotationsEditors can no longer select/delete/created player, grenade, rocket, cell, burst, stake, temp, cameraPath, vote or damage entities. We kept that bug secret for ages!Quad & resist effects no-longer seen on weapons on 3rd person playersSeveral server bugs fixedDisabled stake launcher (for now)Lua/console Lua functions: nvgFillImagePattern(), nvgLineCap(), nvgLineJoin(), nvgMiterLimit(), nvgGlobalAlpha(), nvgTextLetterSpacing()Lua vars: providing selected entity properties, providing selected brush propertiesme_activematerial and me_createtype are now vars not commands (they'll be saved to config / are query-able from lua)Added me_setentitypropertyAdded me_activealbedo and hooked it up to UIArt: Added industrial theme. It's only a single bullet point, but it includes about a hundred assets and will include more over time.Added first-pass weapon art -- still some polishing to do.Revised carnage effectUpdated hostile to match the new art style.Optimised some effectsFully themed BDM3
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    Features - different styles, with unique animations - custom colors - adjustable alignment - adjustable feed direction Style Examples Update 1 - fixed bug that would crash feed - background opacity can now be changed Installation Download Here Locate your Reflex installation directory. Typically it’s found at Program Files/Steam/steamapps/common/reflexfps/. Place the .pak file inside the /base folder. Steam Workshop (2017/01/25) Now available through the steam workshop. Instructions Enable "br_KillFeed" in the widgets menu.
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    So, as anyone who has read the development roadmap will know, this next big update contains a completely rewritten UI system and it's fuckin' awesome. It's so fuckin' awesome that it's going to require a brand new forum to support it. "But newborn!" I hear you say, "we've had game developers slightly-less-swearily promise awesome things to us before but delivered nothing but broken dreams and paid DLC". Well, let me tell you a bit about how the UI system is shaping up. Technical details: Drawing is all handled by the NanoVG library and we expect to support everything it does. We've also incorporated a SVG loader to make some of the more complex drawing a lot easier. Since all of this is vector based, it means the UI scales nicely across all resolutions -- from 480p and below to 4K and above, all without requiring any additional art or configuration. It also means no more blurry fonts or weirdly shaped icons with different aspect ratios. Less technical details: Driving all of the stuff mentioned above is a whole bunch of Lua script that you'll be completely free to customize. You could make a clock that takes up half your screen like the pros use. You could make custom health bars that have custom colors for custom damage ranges. You can make a little readout that calculates how many direct rockets you can survive without dying (and I already have). You'll be able to customize the server browser and options menu if you really want to. You could create a crosshair that changes to a random color every frame and give yourself a seizure. You could stick black bars down either side for the old school 4:3 experience on a widescreen monitor. You could add motivational messages to yourself when you're killed. If you're a decent programmer, you could create pong to play while you wait for a game or a complete HUD editor for the fame and.. fame.. that it would bring. You could create a HUD that automatically ragequit you from the game if you fell 20 frags behind (but don't). You could create giant pie-graphs of player performance for use on your brand new stream (as well as moving a whole lot of your OBS overlays into the game itself). Or you could make your HUD play death metal music every time you were moving over 500ups. So, although almost all of those ideas are completely stupid, the point is that the new UI scripting tools are extremely powerful. Just edit the Lua and save (you'll see the changes in Reflex immediately, without having to restart or type in any console commands). Of course, this power comes with a cost. Changing things may not always be as easy as just typing in a couple of console commands (although creating your own HUD from scratch should be easier than most games). We're pretty confident that this will be addressed by the community being awesome though and where possible, we're designing the scripts so there's some easy to customize variables at the top. The other problem, which is likely going to cause the most rage, is that preventing people from having on HUD item timers is now borderline impossible (at least without doing some really unpleasant things to our nice new system). While this isn't ideal, it's a minor sacrifice for an incredibly powerful system and only a short step from the external tools and HUDs with big lists of numbers - 25 seconds that many players already use. So in the interest of keeping everything fair for all players, we'll probably be adding these timers to the default HUD and preparing ourselves for the accusations of "noobing up the game for noobs". But don't worry about that, because the system really is fuckin' awesome.
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    We've enabled the Christmas build for your holiday season. Including the famous robot Santa hat, plasma rifle snowballs & your the candy-cane melee weapon -- We've also added a familiar sneaky eggplant launcher We're hard at work on 48 which is turning out to be one of our largest updates yet, this is expecting to drop sometime in January. Merry Christmas to all, enjoy your holidays - Shooter \o/ Changes: Enabled Christmas event Added crow flock Fixed bug where projectiles would impact teleporting players Updated xmas meshes Added xmas wreath
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    My first ever movie project. Frags by @danskq & @Kyto Music: W.A.S.P. - Murders In The New Morgue (Chainsaw Charlie) Army of the Pharaohs - Battle Cry I couldn't upload to YouTube because one of the songs triggers copyright which mutes the video. https://drive.google.com/file/d/0B11eMCGfIb9wdUgwUHIxbDlYTEU Download for 60fps
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    Hi Everyone, As the Reflex community continues to grow, we're introducing a code of conduct. Please take your time to read it. It will be standard around the Reflex online community. Is Cool We are all people. When communicating online, be it on the forums, Discord or in-game, act the same as you would when communicating in real life. Being nice to newcomers. Everyday, new people are discovering Reflex. Be helpful to them, teach them the ways of Reflex. Doing this ensures you have others to play with in the future! Giving Constructive criticism. When giving feedback on someone else's hard work, be sure to deliver it in a constructive and beneficial way. Think about how you would act in their shoes before posting your thoughts. We want to encourage a competitive but supportive community. Discussing game changes. We love to hear about the experiences you have in-game. Keeping these stories factual and constructive is the best way to have your thoughts heard and to give us effective feedback we can use to improve the game. Praising content creators. Play a map you really enjoyed? Tell the author! Found a new UI script which did just what you need? pay your respects! Love that Reflex recent stream? Tell the streamers! When people feel they are delivering good content and are given good feedback, they’ll be more likely to make more in the future. Reading an entire discussion before you comment on it. Get a good idea of what's being discussed before jumping in and adding your thoughts. Keeping your personal disagreements in a private channel. Not everyone in life gets along. If you have a personal disagreement in regards to another member, address it in private chat, no-one else needs to hear your argument. Keeping private discussions, private. If you’re having a private discussion with someone, respect their privacy and keep it to yourself. Don’t go copy & pasting private discussion publicly. Respecting the moderators. We respect and appreciate our moderators, and our players must do the same. If you are kicked or banned for any reason, take a step away from the computer and think about it, before posting any immediate knee-jerk reactions that you may later regret. Please thank moderators for the useful support they bring to the Reflex community. Is NOT Cool Illegal activity. Being rude or menacing. We don’t tolerate toxic or abusive behaviour. Trolling. Either online or in real life, trolling does not contribute to the conversation. Deliberately baiting other members of the community is not appropriate. Remember, every time an active member of the community is driven away, Reflex suffers. Conducting personal attacks, harassment and insulting others. Personal attacks and insults do not add anything to the conversation and will not be tolerated. Reposting deleted information. If something was deleted, let it stay deleted - it was removed for a reason. Excessive spam. Repeatedly posting irrelevant content adds nothing to the conversation and is not appropriate. Inappropriate Images or links. Posts of a pornograhic, racist, sexist, abusive or aggressive nature will not be tolerated. Excessively promoting other products. This is a place for Reflex discussion. While it’s fine to discuss other titles, excessively spamming/ advertising is not appropriate. The Reflex team (including moderators) can issue a single warning to a player or poster. If inappropriate behavior continues, the player will be banned and removed. If the action is egregious and causes serious harm or distress to our community, the player may be banned or removed with no warning. If you have any questions or feedback on our code of conduct, email support@reflexarena.com
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    Improvements: Score screen melee icon is now customized to your equipped melee Added award count to award screen Power-ups no longer drop in competitive TDM Added mouse-over description for "effectiveness" in stats screen Added XP Gained to scoreboard Added low ammo widget Remove ragequit stat Apply XP & stats every minute on server instead of only end of game (should help issue where people are experiencing roll back) Remove win/loss stats from race mode Added tool tip for when workshop download is taking a while Renamed sv_timelimit -> sv_timelimit_override to remove conflicts on old configs Adjusted award notifier in spectator to not overlap other UI elements Teleporter effect added to content browser Added s_music_volume Bug fixes: Adjusted first person hand position on melees Fixed bug where first/last played time showed 1970 if never played before Minimum time between daily bonus is now 20 hours (down from 24 hours) Fixed issue where gamestring.lua will error if reflexcore.lua isn't included first Fixed issue where avatar in menu wouldn't load properly if not already in steam cache GPU profiler is now fully disabled when r_profiler is set to 0, was causing stuttering issues on some hardware setups Fixed mouse sensitivity change from version 44 -> 44.1 when using m_advanced_power <= 1 Awards: DP & point blank awards no longer triggers when shooting team mates. Pineapple award is now correctly just a direct grenade (as opposed to a fatal direct grenade) Comeback/tanked awards no longer trigger in race mode Lua: Added weapon rate to lua weaponDefinitions playerstate.buttons is now correctly client-side predicted Lua player.position is now correctly provides the simulation position as opposed to raw net code position for remote clients
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    Hello everyone ! The parkourstation_alpha can be found in workshop now! I leave the new parkourstation file in this thread for those who want to test the map however it isn't fully functional, use at your own risk! props to seekax, saboo, santile, smik3r, addictus, promeus, nathan, warlord wossman, def and all the people who has been testing and playing the map, thanks. DOWNLOAD NEW PARKOURSTATION!
  38. 27 likes
    So our 2v2 mapping competition has come to an end, thanks to everyone who entered! We had over 30 submissions and many many games were played. Was good to see maps from some more experienced mappers as well as new mappers. Each offering different approaches. It was a pleasant surprise to see many new mappers put up quality maps, people obviously put time into their efforts In the end it was Ironguard that captured us, it was a favourite among many judges and we definitely had a lot of fun games on this map. The final results are: 1st place: Ironguard by irish workshop link: http://www.steamcommunity.com/sharedfiles/filedetails/?id=626520198 2nd place: Phobos by promEUs workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=716386516 3rd place: Thermal Blast by def and mazu workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=741879425 Thanks to all our entrants, congratulations to our winners, and much love to our judges! We'll be in contact shortly to hand out the prizes
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    Major features: Vastly improved sky system New official CTF map: Skytemples by PromEUs Fixes/Improvements: Increased sun intensity and updated bloom thresholds Fixed crash bug caused by delaying registration of Lua widgets (was occurring with kovhud + dp2hud) Fixed issue where local angles were sent during map change even though they were supposed to be zerod. SMAA is now correctly performed in gamma space (meaning it actually does something now). Added a bunch of new Ancient Japan themed meshes, all of which can be seen in the new Skytemples map. Made pickup holograms slightly more saturated. Notes for mappers You will want to update your maps with new sky settings. Any liquids in your maps will need their colors updated Any glowing materials you used may need tweaking
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    Art: Early ancient Japan theme: bridge, shoji doors, candles, lanterns, crates, roof tiles, boulders, windowsEarly vegetation: monkey tufts, underwater_grass, seaweed_01, grass_monkey_01Added LODs for many (many) meshes throughout the game!Carnage pickup updatedCarnage player effect updatedUpdated melee weapon (more to come :))Added weapon decal assetsAdded effects: bubbles, drill effect, Editor: Added EntityVolumeSelect (can use to create persistent selections, select VolumeSelect, click select)Added 2d box select (hold control & click n drag)Added light overrides to effects, so it's now easier to make lighting fit correctly in custom maps.Added team materials -- these are magic materials that change colour with the team colours.Added "teamIndex" to pointlight & spotlight overrides. this allows you to colour a light by team colour.Added me_listprefabs to show list of prefabs in the current mapAdded me_purgeprefabs to remove un-used prefabs (client side only, can only do 5 at a time, bit rough but it works)Player visibility: Added hero lighting to assist player visibilityMap creators can specify team colours in the worldspawn entity for their mapClients can also override player colours locallyConsole commands are:cl_team_colors_relativecl_team_colors_overriddencl_team_color_acl_team_color_bcl_team_color_enemycl_team_color_friendOr better yet, just use the options menuGame: Added Capture The Flag mode (OMG HYPE!!1)Removed outlines for various technical and gameplay reasons.Added capsule hitbox for hit detectionAdded silhouettes (r_silhouette) -- wallhack for friendly players/flag carriers/gibs/etc.Increased player size to 72 units high / 36 wide for various artistic and gameplay reasonsRemoved "downloading gamestate" console spam when connectingIncreased bolt range from 4096 -> 16384Added "callvote shuffle" commandAdded bind re mutator (for replay editor), added default replay binds to game_default.cfgAdded error to server browser when we fail to connect to steam (rather than just seeing 0 servers)Quad damage sound now only triggers on initial fire for IC (too late to save Fleabittens eardrums).Maps: Added map CTF-Monolith by promeus & friendsAdded DM-Ashur promeus & friendsUpdate thct7 from TehaceUpdated f14p1 from F14m3zBug fixes: Flag/quad/mega/resist now dropped if you switch out of player mode (into spec/editor)s_volume now correctly applied as sound system is initialised (rather than a few frames later)Prefabs now correctly appear in replaysPlasma effect now reduces correctly on LOW effect settingPowerups spawn now delayed at start of matchFixed math bug where we weren't detecting camera was inside a scaled spotlight correctly (causing flickering)Fixed bug where replays with > 8 players didn't playback properlyFixed lua error in OptionsMenu.lua when adding bogus fields to widget positionsLocal player weapon fire sounds are now properly attached (no-longer lag behind player)Engine: Added NVIDIA clothAdded symbol to flag reflex.exe as a 3d intensive app on AMD mobile cardsAdded software occlusionParticle systems now sleep when occluded/notvisibleTweaked static batching to better support large mapsImproved profilers, see cl_show_profiler 1/2/3, r_profiler 1/2, cl_show_traffic, cl_show_lagmeterAdded r_fullscreen_forcestretch for $abooLua: Added extra lua flags to death message: "deathTargetHadFlag", "deathTargetHadQuad", "deathTargetHadResist", "deathTargetHadMega" Added CTF eventsAdded lua variable connectedToSteamServer Admin Notes: Expect an increased server load with 8-10 players on fully detailed Capture The Flag maps. RAM can jump from 30MB to 110MB and it's possible to be sending 30kb/sec per client.This will be optimised in the future but for now, keep an eye on your server loads.We are currently investigating a crash bug with the dedicated server software -- please send any crash reports.Known Bugs: Cloth occasionally vanishes -- just treat it as "Capture The Pole" until it comes back.This is a huge release so expect this list to grow. Please send all crash reports!Getting a few crash reports in the new occlusion engine. (fixed in 37.1 update)
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    Hey everyone, I'm starting a new Reflex clan called "Timers are Love; Timers are Life." The clan is focused on improvement - the intent is to have an open, no-ego environment where people can ask questions and learn how to play Reflex. Players of all skill levels are welcome to come join in. When I say it's an open clan, I mean that. Anyone can join as long as they want to improve their game or others. If you are already in another clan, I have no qualms with you being a part of this group as well as your other clan. The rules are simple - If you join the IRC channel or use the tag in game, you are indicating to other players that you want to learn or teach. So if you see someone in game with the tag, please take a look at the decisions they make in games and talk about what went well versus what went poorly. I encourage anyone who is involved to help teach others who use the tag. Personally, I will be focusing on teaching duels, but if anyone else wants to branch into other areas, that's fine too. So basically, I'm starting a pyramid scheme of teaching people how to play Reflex. A pyramid scheme without any money involved, anyway. A little crowd-sourcing never hurt anyone, right? Join the irc channel at irc.quakenet.org #tal2 - or use webchat: http://webchat.quakenet.org/?channels=tal2! Chat about game mechanics and strategy with other Reflex players! If you want to use the tag in game, note that ² isn't a character you can type in the console, but you can add it to your game.cfg directly. For example, open that .cfg file and search for "name" and change it so that line says "name TaL² <your name here>". Or if you're lazy, you can just type "name TaL^2 <your name here>". Personally, I think ² looks better :). And to celebrate the creation of this new clan, I have created a new video series teaching the basics of dueling on THCT7, followed by a few demo reviews of relatively high level players. I'm looking for content to review from players of lower skill, so don't be afraid to grab a demo from a server and send it my way!
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    Bugs Fixed issue where IC sound would get stuck on after firing Race times now sort correctly in scoreboard Fixed bogus second copy of stats.flagCaptured being sent over the network Made cl_weapon_bob work again Replaced broken delta score in race mode with - Fixed issue with old replays not working due to a change in the .pak format Left handed weapons work again Enemy players stats are now correctly hidden during matches Fixed connecting to a friends game through Steam (again). Improvements Connecting to a passworded server is once again "connect ip:port password" since it's better and changing it didn't fix the Steam stuff anyway. Players can now use % sign in chat Updated "Ruin" and "Static Discharge" maps Scoreboard now says "EFF" (for effectiveness) instead of accuracy. Queued players are now colored by the team they're queued for. Adjusted some of the first person weapon springs to make them less bouncy. Fixed the blue flag base emitting red particles by removing the particles entirely. First person weapon movement should now be properly framerate independent. Added cl_weapon_kickback and cl_weapon_rotation for people who only want to turn off certain parts of the first person weapon movement -- cvar all the things! Players in queue are now sorted by their queue position on scoreboard. Spectators/editors/referees now have their country flags visible (and are sorted by name). Added scrollbar to player list in scoreboard Added skull and crossbones icon (for dead players) You can now click editor and spectator names in the scoreboard (to add them to friends, etc). Players now have Flag Carrier / Powerup Carrier / Mega / Dead icons on scoreboard Added comments to dedicatedserver_default.cfg Server Added MSVCP120.dll to the dedicated server files (so you should no longer need to install it yourself).
  43. 25 likes
    Hi Everybody! Get your hot-fixes! Art Improvements: Fixed vertex colours on colossal arms LOD Another pass on jumppad effects (this needs a re-work, it's still heavy on GPU) Matchmaking Improvements: After everyone readies up at the MM screen, if you disconnect the game will continue without you, and you'll likely lose MMR (unless your team wins for you :p) Moved Brazil servers to a better host General Improvements: Added fall-back for edge case caused by MM server update, if you connect to MM now and are already in the "finding/preparing/connect to server state", the client will correctly skip straight to it Client no-longer extrapolates remote spectators Gameplay Improvements: Spectator name change notification now hidden for players in MM servers when match in play Spectator join/leave game notification now hidden for players in MM servers when match in play Spectator roll notification now hidden for players in MM servers when match in play Spectators no-longer see team chat Aerowalk: fixed clip issue at RA, thickened a couple of clips, built new nav data When killed by world (i.e. lava), the next spawn will now avoid the last person that did damage to you (wherever they are now). Or if there is no such person, it'll avoid your dead body. (For the record: when suiciding (via command line, or rocket to face), The next spawn will avoid your dead body) Bot improvements: Now only check player spawn points when they have an enemy die Now frantically want to respawn instead of waiting for respawn timer UI improvements: ArmorBar widget: re-ordered slider options, added center font option (default on, off = left align) HealthBar widget: re-ordered slider options, added center font option (default on, off = right align) Unified options across ArmorBar and HealthBar widgets Fixed typo "specatators can not vote at this time" Warning about loss when hovering over disconnect icon in MM game no-longer appears after game has ended. Pickup timers are now provided to lua when playing a competitive ruleset replay
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    Hi everybody! Quick point release today to address some bugs and help set things up for our next build. There has been a lot of queries about our road map and future Reflex updates. We have some exciting plans in progress, we will be making these plans known next week Bug fixes: * server now correctly reports disconnected state to master server * fixed party UI to now draw when it's off screen * optimised how internal asset lists are stored, which improves performance of script functions that look up assets by string (i.e. nvgSvg()) * fixed issue where server list wasn't properly automatically refreshing when entering the "browse servers" menu Cheers, Shooter.
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    hey, this was supposed to be released december 26th, but i just couldnt make it in time. it was so much work + some serious IRL issues came up around christmas time as well unfortunately. anyway here it is - my christmas present for the whole (racing) community. enjoy.
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    We're pushing out another point release to address some crash bugs & tweak experimental changes. Bug Fixes Fixed server crash occasionally occuring on map change Fixed issues with teams getting swapped around as game goes live Fixed issue where sv_allowmodes would only allow last option in list to pass Fixed crash when querying steam leaderboards top 20 when not connected to steam Experimental Ruleset Changes BURSTGUN Projectile speed was 3500 now 4000 Pprojectile damage was 7 now 6 Max ammo was 40 now 30 Weapon pickup ammo was 20 now 15 Ammo pickup was 10 now 5 Spread no longer randomised Spread was 0.05 now 0.03 Now has 7 projectiles (previous 6 + new center) SHOTGUN Max ammo was 40 now 20 Weapon pickup ammo was 20 now 10 Ammo pickup was 10 now 5 GRENADES Explosion radius was 150 now 160 PLASMA Max ammo was 200 now 100 Weapon pickup ammo was 100 now 50 Ammo pickup was 50 now 25 IONCANNON Max ammo was 200 now 150 Ammo pickup was 50 now 25 Damage was 6 now 7 (was 120dps now 140dps) Knockback (ground and air) was 1.7 now 1.5 (to mostly counter damage increase, still is slight buff) ROCKETS Explosion radius was 120 now 115
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    Title is serious. So, here's the deal: There's a writer/director who has been making a work of fiction about eSports, and after talks with newborn & team, he decided to pick Reflex as the game that will be featured in his movie. That paragraph is so cool that it needs to stand on its own. Anyway, we need the community's help! I wrote the choreography and Entik is going to do in-game sequence editing once we have demos. Now that 0.38 is released, we are at the point where we need to start recording demos of the choreographed scenes. We also could use some help in personalizing UIs of the characters to help reinforce that each player's point of view is his own. I'll be contacting players to help us out in getting things together, but I wanted this post to be a quick and dirty reference for the fictional characters in the story (names in game, player colors, thought for hud development). So, our cast of characters are: "Pulse" - cl_playercolor* set to 6 (blue) "eGo" - cl_playercolor* set to 12 (yellow) "TANK" - cl_playercolor* set to 42 (green) "cranKEd" - cl_playercolor* set to 14 (orange) "mirage" - cl_playercolor* set to 2 (pink) "L3ader" - cl_playercolor* set to 15 (white) "Phantom" - cl_playercolor* set to 48 (red) "ChUcKy" - cl_playercolor* set to 50 (magenta) "oO Inhale Oo" - cl_playercolor* set to 63 (grey) "xX Exhale Xx" - cl_playercolor* set to 63 (grey) There will be more characters, but their names/settings aren't as important. In fact, if you wish, you can you use your usual name in game (nothing offensive/obscene) and might even show up on the big screen :). Any time we're recording content with people "acting" as these characters, we'll require that your colors and name be set according to the above. I won't be able to give out the script, but I'll be able to pass around parts of the choreographed scenes we are going for and say what we're trying to get out of them. Some time tomorrow (12/15/15) I hope to get shortened versions of the choreographed scenes into a text format that people can use as a basis for recording replays to use in the movie. Pulse uses default hud, basic white + xhair of standard size. Ego's hud is minimalistic, dot crosshair, whatever color works. Mirage's hud will be a copy of Ego's. Tank's hud will be macho with a big/bold font, orange crosshair, interesting styles. Cranked's hud is whacked out/disorganized, green crosshair, maybe a weird xhair graphic? Phantom's hud close to Pulse's but minor changes (vertical instead of horizontal weapon bar), CS style crosshair (with the middle missing). For any characters past that, we're open to ideas. Unique, cool stuff, simple, whatever - just make it distinct from the important characters listed. To anyone who wants to make us a HUD, feel free to link a screenshot along with whatever changed files (and a saved configuration) you had. Final decision on what HUDs to use will come down to the director's approval. Personally, I can't wait to see this all come together. It's going to be great :D.
  48. 25 likes
    From Newborn, Discord channel banter, 10-27-2015: fleacircus: So I don't know if there was any chat about it in discord after I went to sleep, but I did a pick-up last night to test a bunch of different movement balances and here are the results. fleacircus: Players were not told what the movement balancing was until after they'd played a match, so that they weren't just giving feedback based on the one they thought they were supposed to like best. Anyway, people don't actually like straight CPMA movement as much as they think they do. Admittedly, it's not a perfect match but people were instantly dubious of the feel after playing with it, saying that it felt heavy and slow. Post-game feedback was almost entirely negative. fleacircus: Next up was v37 movement. Some people liked it, even mentioning it felt "kind of like v36". Someone said it was actually too fast. Everyone noticed the gravity change and after the CPMA set some people mentioned that it now felt a bit too fast/slippery. One person liked the straight CPMA better. Generally the feedback was the mix of like/dislike we've already seen from the actual v37 release. fleacircus: After that we tried v36. Some people instantly liked it better, some people instantly disliked it. They definitely said it felt weird and since I've spent a month+ with v37 movement, I know those feels. Someone mentioned it was weird to have that much air control. The most popular feedback was probably "it feels better to play with but worse to play against" -- partly the speed, partly the gravity being heavier again. fleacircus: Then we tried v36 movement with v37 gravity and feedback went exactly as expected. "floaty as fuck", "way too floaty", "too easy to gain speed" etc. This is exactly why v37 wasn't just a gravity change. fleacircus: Then we tried v36 with v37 air control and that was hated too. It's definitely the part of v37 that people don't like but as the last test showed, without some air control changes, the gravity change just doesn't work at all. Mostly it seems like people who dislike the gravity actually dislike the slight change in bunny-hop timing. fleacircus: Then we played a tweaked version of v37 gravity/air control and that was generally agreed to be the best balance of everything. It felt a little less floaty, but not as heavy as the old gravity. Some people thought it felt a little fast, although it was actually pretty much just v36 speeds. Unfortunately, these tweaked values are in a sort of anti-sweet spot. There's a certain balance to all of these movement variables which does weird things -- having a bunny acceleration value of 70 might feel good, but at 65 you feel either a weird, slowing pull (part of what people didn't like about v37, though it can be much worse), OR you feel the opposite of it, which is a weird acceleration when you don't expect it, but then you change another movement value and all of a sudden 65 feels good again. fleacircus: So ultimately, despite all the "omg wtf worse game designer ever noobporn" sentiment going around, everything went exactly as expected. The gravity is an improvement but requires other movement to be tweaked. Keeping exactly v36 or exactly v37 is not the answer, the answer is probably continuing to tweak the v37 values, which is exactly what the plan always was before people lost their minds and tried to push for a revert.
  49. 24 likes
    Birthday event!: We decided to add a bunch of stupid stuff (including effect changes to rockets, grenades and gibs) to the game for the next few days to celebrate our first year on Early Access. Lets party!If Reflex is serious business to you, you can disable all the event customizations with cl_events 0 Gameplay: Next pass movement tweaksSpeed and control have been increased for A/D bunny hopping to give a similar feel to 0.36.Gravity has been increased slightly to between 0.36 and 0.37.0 values to still give an increase in hangtime and readability while feeling less floaty for players.Ground friction has been increased slightly to improve the feeling of responsiveness when on the ground.Speed bonus for circle jumps and strafe jumps has been decreased by 5% as many tricks were getting far too easy and that eventually rolls-on to worse maps and longer combat ranges.This tweak slightly changes the optimum angle for strafe jumps so you may lose some speed until your technique adjusts. Maps: Added ctf-monolith-birthday variantAdded dm-ashur-birthday variantAdded thct2styleAdded xy2Updated thcdm13Minor fixes for ctf-monolith Servers: Servers can now be passworded with sv_password.Players will be unable to connect unless they know the password.To connect to a passworded server, use "connect <ip:port> <password>" or use the password dialog in the server browser.Servers can now set a referee password with sv_refpassword.Players who know the referee password may become a referee, causing all their votes to instantly pass. Bugs: Fixed incorrect velocity for gibs. User Interface: The font color for delta score box is now switched between light/dark (based on adaptive luminance of background colour)Added an icon to show when a server requires a password Art: Glass cubemap reflection supportAdded frosted glass material Game: Added cl_camera_player <index> to instantly switch to spectating that player.Added referee mode: referee <password>, unreferee cvars
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    Only a small update today but one a lot of players have been waiting for. For now, all of these gameplay changes are considered "first pass" and will likely be tweaked over the next few updates. First up, we've made some significant changes to our knockback system. We now use different values for "vs grounded player" and "vs enemy player", giving us far more control over how approachable a player is (while keeping in-air knockback amounts reasonable). We've also tweaked the way knockback angles are calculated for some weapons. Not only does this prevent the annoying "RL pop-up", players should now always be knocked in the direction you expect them to be, regardless of where you hit them and where they're standing. The falloff for splash damage has also been tweaked. This will be most obvious with the Rocket Launcher -- it now has a minimum splash damage of 25 and you will need to hit closer to your target for higher damage. Finally, we've added a resist powerup as a counter to Carnage. This powerup absorbs 75% of health damage, after the usual armor calculations have been applied. Gameplay: Knockback values have been split into separate values for grounded/airbourne targets Splash damage falloff has been tweaked. Added resist powerup Scripting: Resist powerup added to item timer widget because people on the forums love item timers and want us to add as many as possible. Fixes: Rotations folder is now included with dedicated server builds. Updated default rotation file to point to included thcdm13-v2 (instead of a missing version) Added sv_startrotation to dedicatedserver_default.cfg Weapons with no ammo are no longer selectable Disabled desktop composition as it locks framerate to 60hz in windowed mode on Windows 7 (despite people running their desktops @ 144hz) Fixed end game camera on rflx-race1 Exposed r_outlines command to public builds Art: Fixed roughness on planks material. Added meshes: wooden beams, pallet, crates Added materials: block_01, wood_bare, Updated effects: steam_lava Updated devsceneX maps.