MAD_JIHAD

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  1. The addon install location changed a while back. steam\steamapps\common\reflexfps\base\addons
  2. One issue with increasing the size of certain weapons is firing over walls right in your face that you can just barely see over or around corners you will often hit them up close. A possible solution would be to have the projectile collision size start at 0 and increase to its designated size over a short period of time, but then that could introduce an issue of being able to shoot at someone who cant shoot back at you. A possible solution to that would be to have the weapon vs world collision size be 0 and for weapon vs players it would be the designated size. That might mess with performance as you are doubling the amount of collision detection required when people start shooting.
  3. To be fair, reflex is a clone of a quake 3 mod. Gameplay wise its not really groundbreaking either. The groundbreaking parts of reflex are the intuitive multiplayer map editor and the netcode (even tho it has its issues).
  4. It already does that...
  5. Is there somewhere we can grab the source?
  6. ??
  7. Ok here are some maps that need to be added. http://steamcommunity.com/sharedfiles/filedetails/?id=620598751 http://steamcommunity.com/sharedfiles/filedetails/?id=641381025 http://steamcommunity.com/sharedfiles/filedetails/?id=722607218 http://steamcommunity.com/sharedfiles/filedetails/?id=749476871 http://steamcommunity.com/sharedfiles/filedetails/?id=710924884 http://steamcommunity.com/sharedfiles/filedetails/?id=695325372
  8. This is good.
  9. Changing mechanics to ones which are easier to understand is a bad idea. I've said this before but the UI needs to convey the tiered armour mechanics better to new players.
  10. Pretty sure they know about this bug. Its been in the game since the beginning, weapons would get stuck in walls.
  11. Im using this image as an example. Player is moving left to right. The first step is fine, second step you can not go over. I tested in q3 and the way it handles this issue is if you are going really slow it will stop you otherwise you go up like a normal step. Now you might be thinking but mad this isn't meant to mirror q3 movement 1:1. The problem isn't reflexs movement accuracy to q3. You are meant to walk up stairs, specifically you can step up/on on ledges even 16u high. The problem is when making stairs sometimes a step can end up off grid because of rounding errors. Even a teeny tiny rounding error can cause the step to be impossible to go up. Imagine the vertex by the red circle is off grid even a tiny bit and the rest of the verts are on grid, this will cause the step to be broken. I have seen this on a few maps now and only really figured it out a while ago what causes it.
  12. This isn't meant to list all the unlisted effects and materials, only the ones which are useful. If you think some useful ones are missing PM me on discord with the info and I will update the thread. //Sounds industrial/sounds/sludge_bubble industrial/sounds/ambient1 industrial/sounds/ambient2 industrial/sounds/machine ancient_japan/sounds/wind-light ancient_japan/sounds/wind-heavy ancient_japan/sounds/water //Emitters internal/effects/steam/steam internal/effects/steam/steam_sml internal/effects/steam/steam_lava internal/effects/steam/dust_clouds_blow internal/effects/fluid/bubbles_tank_192 internal/effects/environment/snow/snow_192 internal/effects/bugs/bugs_flies //Random stuff internal/effects/godrays/godrays_256_64 internal/debug/primitives/primitives_sphere //Materials internal/generic/wireframe internal/effects/race/race_checkpoint internal/effects/race/race_finish internal/effects/race/race_start //Armor Hologram Materials internal/items/armor/armor internal/items/armor/armor_green internal/items/armor/armor_yellow internal/items/armor/armor_red //Ammo Glow Materials internal/items/ammo/ammo_rockets_glow internal/items/ammo/ammo_bolt_glow internal/items/ammo/ammo_burst_glow internal/items/ammo/ammo_grenades_glow internal/items/ammo/ammo_ic_glow internal/items/ammo/ammo_plasma_glow internal/items/ammo/ammo_shells_glow internal/items/ammo/ammo_stake_glow //Powerup Materials internal/characters/common/characters_quad internal/characters/common/characters_resist internal/items/powerup_protect/powerup_protect internal/items/powerup_quad/powerup_quad internal/items/powerup_regen/powerup_regen internal/effects/powerup/resist/fx_powerup_carnage internal/effects/powerup/resist/fx_powerup_resist
  13. Its probably best to do benchmarks with a demo and a lua script to go with it. Demos contain the map file in them so everyone would be on the same map.
  14. Add some bots and hit them a few times. Not sure if it works for all weapons but I know it works for melee and grenades.