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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. 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!
  6. 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
  7. 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
  8. 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
  9. 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 ~~~~~~
  10. 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!
  11. 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/
  12. 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
  13. 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 !
  14. 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
  15. 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!
  16. 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.)
  17. 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
  18. 35 likes
    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.
  19. 34 likes
    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.
  20. 31 likes
    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
  21. 30 likes
    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
  22. 29 likes
    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.
  23. 28 likes
    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
  24. 28 likes
    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
  25. 28 likes
    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
  26. 28 likes
    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
  27. 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
  28. 27 likes
    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
  29. 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
  30. 25 likes
    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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    hi there, reporting for duty. hereby, i'd officially offer my service for the game. i work as an audio professional in a broadcast/cinema/media studio and own a studio for music/film or game scoring/sound design and so on. reflex is a great project that deserves top notch quality imo and i'm happy to contribute with content or technical assistance concerning anything audio. first things first: there is no intention to steal anyones job like this, really. this is meant to be audio support from the community. however, i can definitely deliver all sound content needed, especially since dark and techy stuff is my most passionate domain. in the following, i'm about to adress and discuss sound issues and throw in some content and technical advice for your consideration. feel free to hit me about audio editing, mixing, mastering, sound design, music, (psycho-)acoustics, etc... (and puredata to some extent) best regards, greed
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    Bug fixes: Fixed potential spinlock bug on load Supporter morning star now attaches properly Fixed Sentinel ragdoll skinning bug Removed eye effect from player (was attached incorrectly + not compatible with new robots) Fixed silhouette colours of teammates when playing team modes on zeta Fixed UI issue where a invalid inventory selection caused button to disappear Improvements: Vertical coloured bar next to people on scoreboard Item drop now bold text & has sound effect re_setentityproperty now sets properties on all key frames until property changes. Plasma effects: Fixed plasma impact decal projection radius Reduced smoke duration in plasma projectiles on high quality effects Increased plasma projectile light radius on high quality effects Tweaked light attenuation on plasma projectiles and impact effects Egypt Theme: Pottery Palm tree Pillars
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    Hey guys, Today we have a hot fix to address the Steam Inventory changes which have happened in the Steam Client. It's causing people to get disconnected when they attempt to join a server with a large selection of custom inventory items selected. Bug fixes: Upgraded to Steam API 1.39 Changed how proof of inventory was sent to server to reduce packet size. Cheers! -- Shooter
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    Hi guys, Another quick point release. This point release's main features includes the infamous wallclipping (which is enabled in experimenal ruleset). We're really wanting to hear feedback on this and whether people would like it to stay. We've also been working with the experimental plus guys and adding a bunch of vars to assist with their experimental play. edit: it's been pointed out that wallclipping is breaking head bumping, i'll fix this in .3 thanks! Improvements: added wallclipping, enabled in all experimental rulesets Lua: explosed player.inventoryHead, player.inventoryLegs, player.inventoryArms, player.inventoryTorso variables Experimental Plus: Rockets, cells, pellets, bolt, grenades now all have separate trace vs world/entities. The idea is we can make hitting the player slightly easier/harder without having projectiles hit corners you wouldn't expect Added gconsts gconst_burstgun_startammo, gconst_shotgun_pellet_trace_radius_world, gconst_shotgun_pellet_trace_radius_entities, gconst_grenade_trace_radius_world, gconst_grenade_trace_radius_entities, gconst_cell_trace_radius_world, gconst_cell_trace_radius_entities, gconst_rocket_trace_radius_world, gconst_rocket_trace_radius_entities, gconst_beam_trace_radius_entities, gconst_beam_trace_radius_world, gconst_bolt_trace_radius_entities, gconst_bolt_trace_radius_world Bug Fixes: Fixed bug: IC turret didn't use to reload (just fired every frame! :)) Fixed bug: ChatLog.lua error when localplayer == nil (happened on connect) Removed www.reflexfiles.com loadscreen tooltip Updated www.reflexfps.net/forums loadscreen tooltip -Shooter
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    Hey lads, just a quick patch today to fix some critical issues, and address some initial feedback. Training: Turrets now properly reset on callvote restart Turrets now properly damage players in training + race gamemode Fixed bug where it says you obtained this time on an older version even if you've never played it Grenades will no longer explode when they hit the wrong target type Hitting 3 rocket targets in a row will now award precision Hitting all pellets on a shotgun target will now award point blank Shooting multiple bolt targets will now award double penetration Changing to editor now disqualifies your run from the leaderboards Experimental: Experimental ruleset timelimits now same as competitive timelimits Stake launcher: projectile speed was 4000 now 3000, reload time was 1250ms now 1100ms, stake damage was 110 now 100, stake gravity was 700 now 600, stake projectile is now glowing hot to be more visible Art: Added ammo LODs for performance gains Turret art: fixed triangulation on guard panels, originally designed holes now visible UI: Reduced state text size in friends list Friends list sort should now be consistent
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    Bug fixes: fixed bug with backwards reconciliation (causing double kills, flags to drop when not desired, all kinds of scary things!) - please update your servers! fixed issue (introduced with optimisations in 43.0) where prefab entities were unnecessarily being sent over wire. camera no-longer moves when dead (was introduced with 43.0 with optimisations) sv_allowrulesets should now function as desired race timelimit will now properly reset when changing rulesets fixed clipping issue causing triple jumps to break in experimental mode. restore ancient japan ambient sounds
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    In my eyes, the main thing Reflex offers over any other AFPS is the promise of new maps, because new maps allow the new players to catch up. If you want evidence for that theory, look no further than The Catalyst. It might be hard to imagine these days, but back when THCT7 was released, it was the go-to map for up-and-coming players. Almost everybody who rapes you on T7 these days used the map as their opportunity to get good. Without new maps, the influx of new players into the higher tiers becomes near non-existent. The only ones who can pull it off are the people who are extremely dedicated and willing to spend a frankly unhealthy amount of hours on the game. When that happens, the game has started dying. Most new players will give up and the experienced players will get bored and both will go on and look for different challenges. We're already at this point in Reflex. Everybody who's part of the 'top,' has been part of it for well over a year. If we want the game to sustain itself, we need to give hungry players a viable way to climb the ladder and in my eyes there's no better way than new maps. We need to stimulate map making and playtesting as much as possible. Right now, we're at arguably the worst possible time for map makers. The vast majority of games is played through Quick Play with its set map pool. There's no logical road to getting your map into said pool and when it somehow does get in, people are guaranteed to shit all over it because it hasn't been tested enough. Why make a map when nobody will ever play it? We need to create a viable method to get a map into the competitive pool and an easy way to gather feedback. Personally I believe that every season at least one map should be swapped out for a new one, but how do you go about selecting which new map? I've come up with two ideas so far: A map testing quick play queue. Map makers can submit their maps and players who are so inclined can test and rate these maps. Maybe add some rewards you can only get from the test queue to give players an extra incentive. When the regular quick play queue gives you a game, every once in awhile it asks if you'd be ok with testing a new map without any consequences to your rating. If both players agree, you go over to the new map, else you just go to the regular pick drop screen. Let me end this post with a small reminder. Way back when Reflex was still in closed alpha the defining feature was the map editor. That's what people got most hyped about, the prospect of new maps. Right now the editor is just a cool gimmick gathering dust.
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    https://ReflexLeague.org Beta Season This is a double round robin (everyone plays everyone else, twice) 1v1 competition, with players divided into skill-matched divisions of 8 players each. Your performance in one season will contribute to your placement in the following season. All games are Bo3. Where: Currently accepting signups in EU, NA, AU. We've already got enough people for the league to run in EU and NA, and there's no upper limit, since there can just be MORE divisions. EU/NA/AU players can't apply to regions other than their own, and players can only apply for one region. I'm not sure how many RU players there are and I forgot about RU when I was initially setting this up. I can add RU as a fourth region really easily if there are enough people, otherwise they can enter whichever of EU and NA they ping better to (but may have to play on bad servers). When: Signup closes (beginning of) 27th October, matches start 12th November. Possibly pre-season playoffs between 27th October and 12th November, if necessary to help with division placement. (I'd previously mentioned 5th November as a start date, but I forgot that people would need time to arrange their first games and complain about divisions.) The main season will run for 7 weeks of matches, although it's likely that there'll be a catch-up week at the end. Future seasons will probably be run roughly on a 2 months on, 2 months off basis (as in, 2 months between every season) but don't quote me on that. Map pool: Furnace The Catalyst Pocket Infinity Simplicity Abandoned Shelter Static Discharge If necessary, where possible, players will be allowed to play on performance versions of the above maps. To be allowed, the performance version must be geometrically identical (or near enough) and have identical item layout. It must be created by the original map's creator, or, at the very least, created with their explicit knowledge and permission, and given their authorisation. Each round will have a 3-map subset of this pool. Every player will meet each other player twice over the course of the league, and the map pool for the second match will always be the reverse of the first. Assuming both deciders get played, players will play all 6 maps against every opponent over the course of the season. Cointoss will occur before the first match only, for any pair of players. Winner chooses who is A and who is B. Match 1: A pick, B pick, decider. Match 2: B pick, A pick, decider. A 2-0 match will award 3 points to the winner; a 2-1 win will give 1 point per map. Other Rules The usual spectator rule applies to prevent ghosting. This will be enforced by the league servers, and players joining games without permission may find themselves being penalised. Players will have a week at the start of the season to schedule their first round games, and thereafter games can be scheduled from the beginning of the preceding round. Rounds will be 9 days long, overlapping on weekends. Scheduling will be partially automatic; players will be able to specify timeslots when they will be available, and then the autoscheduler will assign match times at mutually convenient times. If this can't be resolved, then players will be expected to negotiate a time, or an admin can be asked to adjudicate. If Reflex's rulesets have been updated by the start of the season, players will use the competitive ruleset. If not, players will be allowed to agree with their opponent to use experimental or competitive. It hasn't yet been decided what the default will be, since there are good arguments against both. See the season page for the complete exciting array of rules! Streams Obviously because of the slightly unpredictable nature of the scheduling, it's not possible to guarantee that any particular game will be streamed. Players may be asked to schedule a game with a streamer if it's of particular interest. This may be subject to change. At least some games will be streamed by ArenaFPS (https://twitch.tv/ArenaFPS). Anyone else interested to stream should get in touch once the match lists have been generated. Prize Pool No prize pool as yet. If you want to donate, get in touch with me on Discord because I don't yet have a separate paypal to take donations, and I tend to get paid for my work through paypal, and I don't want stuff to get confused. Sponsors If you're a company and you want to donate server time to the league, or money/stuff to the prize pool, I can discuss about providing advertising space. Adverts must be image-or-text-only (no bullshit multimedia stuff) and must be small files. They'll be placed unobtrusively, most likely in the unused side areas of the site, and I'm not going to try and bypass ad-blockers. Files will be served from my server so that I can be sure that I'm not referencing malicious files. Something Else This is the thing I forgot to mention.
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    Hey Lads, We've had some great feedback from the experimental plus play and are taking feedback on-board. Firstly we've added a 'bullet' hitbox capsule which is to address the extreme popups people are experiencing with rocket combat. We've discussed this on and off several times in the past and it's beyond due for a test play Secondly we've changed the rocket launcher to give at most 85 splash damage (in experimental), the idea is that direct rockets should be more rewarding. Finally we'll be addressing the primary sound engine concern which seems to come down to hearing (or not hearing) the armor pickups. We've exposed the distances they are heard from so they can be tweaked and a good value can be found (too short and you don't hear them at all, too far and you'll hear mega in alpha base being picked up from zeta base..). We've fixed a couple of bugs too, there are still quite a few things to do for 47 (one of which is an improved server browser), this is just the first point release! Generic improvements: Added 'bullet' collision hitbox to players to address pop-up issues. With the capsule you can land a rocket right underneath the player standing on the ground and have him knock up (towards!) you Removed team damage in team games with arena mutator Bugs: Fixed stakelauncher colours after new bolt rifle weapon was introduced Fixed issue where when you first install an addon it wouldn't be detected until a reflex.exe restart Fixed issue where addon picker showed steamids instead of names Removed "Local Changes" messages from addon UI as it wasn't being detected properly Experimental: Player hitbox uses new bullet shape Max splash damage a rocket can now do is 85 (direct is still 100) Experimental plus: Added gconsts: gconst_armor50_faratten, gconst_armor100_faratten, gconst_armor150_faratten, gconst_mega_faratten, gconst_ioncannon_hum, gconst_boltrifle_hum, gconst_ioncannon_hum_faratten, gconst_boltrifle_hum_faratten All the explus_gconst values are now synced server->client Added gconsts: gconst_grenade_damage_splashmult, gconst_cell_damage_splashmult, gconst_rocket_damage_splashmult - these allow us to reduce splash damage effectively giving direct hits more damage Added gconst: gconst_player_isbullet -Shooter
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    Code r_shadow_resolution now goes up to 2 for 1024 shadows Reduced max shadow map count, levels seem to be using a more sensible number of light shadows now Callvote restart will now pull extra players out of game (fixes issue in training + 1v1) Hid dev trim materials from map editor Publishing maps with all gamemodes enabled on your map will now report error: "too many gamemodes selected in worldspawn" Experimental Lowered vertical knockback Ioncannon: knockback ground & air now 1.7 Plasmarifle: reduced air knockback (was 1.5, now 1.0) Rocket: splash radius 120 (was 115) Sound Pickup spawn sounds won't play on level initialise anymore Removed sound system LPF, needs further looking at Reduced boltrifle idle hum sound (avoid clipping) Tweaked ioncannon idle hum Increased mega pickup/expire sound range (was 1300ish, now 4096) Increased resist pickup/expire sound range (was 1300ish, now 4096) Increased rocket fly sound sound range (was 128 now 512) Increased plasma cell sound sound range (was 64 now 256)
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    Hello! The purpose of this thread is for mappers to share their knowledge and features of the map editor that might not be apparent for anyone starting out. This is not meant as a guide, more a resource for mappers to increase workflow and productivity. Alright, let's get started. To properly save a light map and making sure that it'll stay valid, make sure you have all the changes you want in before building the light map. Then you want to save the map, then reload the map, build the light map (r_lm_build), then save the map again once it is done. This is the easiest way I've found to be 100% sure the light map will stay valid. Preventing light leaking on outer walls and where possibly, inside the map. Making all of your outside walls and the floor 96u thick (closing corners off with 96u as well) will prevent any light leaking resulting from the light map. You can use the r_lm_showprobes command to see the light probe grid generated with the light map, these are separated by 64u. Working with the vertex editor. The general rule of thumb is to use the same or lower snapdistance than the lowest used to modify the worldspawn. There are situations where this isn't entirely true, but this is the way to modify vertices consistently and efficiently. If anything, snapdistance 1 will almost always work. EXAMPLE: So if you create a worldspawn brush with a snapdistance set to 64, you will be able to modify it with the following snapdistances: 1, 2, 4, 8, 16, 32, 64 Likewise, if you then create a worldspawn brush with a snapdistance of 64, then move it using a snapdistance of 16, you will now only be able to modify it consistently with the following snapdistances: 1, 2, 4, 8, 16. It's a good habit to keep which snapdistances you have used in memory, and in general, only use powers of two to maintain grid accuracy and consistency across your map. In situations where the vertices simply won't budge or align, I usually place a second brush with a corner to where I want the vertices to go, this helps the vertices snap together. Working with snapdistances and proper binds to be efficient with editing. Personally I have bound 1-9 to snapdistances 1-2-4-8-16-32-64-128-256 and find myself never manually entering a snapdistances into the GUI. I have also bound 1-9 on the numpad for my most commonly used entities (1 is worldspawn, 2 is teleporter and such) Optimizing performance with dynamic lights. For dynamic lights and point lights, make sure to adjust the far attenuation so the light will cover the intended surfaces, but not much more than that (use the r_showlights command to see where lights overlap). Overlapping lights can be a massive drain on framerate. You should tick off the 'Shadows' property some lights have unless they're casting a visible shadow on the surfaces around it (or the gothic brazier mesh). Keep in mind when you scale an effect with lights attached to it, you also scale the light properties. Optimizing occlusion is mostly relevant on larger scaled maps such as tdm, ctf or race maps. This mostly includes leaving out windows where you can see large parts of the map through. Example Here you can see pretty much all of the middle area and a bit into the opposing base through their window, and blocking this window off lets the occlusion work its magic. To edit an existing prefab without the already placed prefabs getting displaced you have to place a new prefab entity (not clone from an existing one) and NOT move it around. Ideally place it outside the map so you can easily drag select it when it is time to update the prefab (me_updateprefab) Making invisible water, lava, and glass. If you want to achieve the underwater effect used on monolith, avoid glass z-fighting on any surface it touches or simply want to conjoin two brushes without having them overlap their colors or z-fight, you simply have to set the color of the material to 000000 (fully black). This works with any material with opacity. The darker the material, the less opague it is. Powers of two. Using these numbers exclusively when mapping is a massive help to both vertex editing, maintaining grid accuracy and consistency across your map. I cannot stress this enough. That's all I have for now. Will keep this post updated with tips as I come across them (or remember them). Did I miss something? Do you have a trick you use when you're mapping? Share!
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    duel map wip soon to be released in its first (uncoloured) version
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    Since I spent way too long on it in ms paint, H Y P E
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    Bug fixes: Fixed issue in sound manager that would cause the game to progressively run slower over time HealthBar: fixed coloured bar incorrect offset
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    PRDM9 - SANCTUM Sanctum is a competitive oriented 1v1 (duel) map! Feedback is encouraged and highly appreciated WORKSHOP LINK Some screenshots to bait people into playing
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    I have a bunch of initial experimental changes that will be available with 46 soon. We're listening and working on things and it's an iterative process. The iterations will become quicker
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    Improvements Increased length of sv_startruleset (so you can use experimental_stake) Spawn system will no-longer fall back to fully random if all spawns had LOS from an enemy Added r_shadow_resolution 0/1 to allow higher resolution for spotlight shadows, added option to Menu Added a bit of smarts to the LOD system Training Added global + top leaderboards to training mode Added leaderboards to training menu (selected via dropdown on top right) EntityShootable's (the targets) now have a melee type. EntityShootable's and EntityTurret's hits/misses are now counted towards stats on scoreboard (note: stats from race/training are NOT used to calculate your general stats in the profile->statistics screen) Art Reduced grenade launcher first person weapon roll Removed some ioncannon flare particles when impacting players Added LODs: shotgun, grenade launcher, ioncannon, rocket launcher, additional ammo pickups lod2 (for shadows) UI Fixed typo "quality" -> "qualify" Friends menu "Join" button is now only visible if server is properly contactable (i.e. server has ports forwarded) Friends menu "Join" button is now disabled if the server is full. Sound Bit of a quick overhaul to the sound system. Now has better attenuation for sounds. Additionally has audio occlusion (kept fairly subtle for gameplay sake). As a result, every sound for the game has had to be adjusted, bare with us as some might still need further iterations and tweaks, but overall there is much more spatial awareness and positional audio occuring. Revised sound: bolt rifle idle hum Revised sound: ioncannon idle hum Experimental Stake launcher: Fixed popping on players when shooting a stake into a surface they're standing on Shotgun: now has center pellet in experimental mode Stake launcher: reload was 1100 now 1250, projectile speed was 3000 now 3750, projectile gravity was 600 now 700, projectile damage was 100 now 110 Plasma Rifle: kb was 0.425 now 0.45, self kb was 2.21 now 2.0, air kb was 2.125 now 1.5 Rocket Launcher: explosion radius was 120 now 115, air kb was 1.5 now 1.0 Ioncannon: air kb was 1.7 now 1.5