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Everything posted by MAD_JIHAD

  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. 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
  4. 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).
  5. It already does that...
  6. Is there somewhere we can grab the source?
  7. ??
  8. Ok here are some maps that need to be added.
  9. This is good.
  10. 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.
  11. Pretty sure they know about this bug. Its been in the game since the beginning, weapons would get stuck in walls.
  12. 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.
  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. bug

    I was on my own client hosted game with bots, game mode was ctf, I was adding bots and it spit out this error when I kicked one. I cant repro it. lua: [string "base/internal/ui/widgets/TeamHud.lua"]:108: invalid order function for sorting I might have had show self off in the TeamHud settings. Another thing I noticed, if show self is off in spectator it wont show the person you are spectating.
  15. 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.
  16. Post these in the bug forum, devs might not see them here.
  17. In training open the scoreboard, hover mouse over someone who has a time from an old version, the tool tip shows on everyone else as well.
  18. Bots shouldn't look at spawn points if their only enemy is currently alive. Also is it possible to delay their reaction to events by 200ms? Another thing is they don't time items, if an item is not currently up they will not wait for it to come up. Another thing I noticed is on Use and Abuse the bots can get stuck in the corner by RA.
  19. This is minor but needs to be cleaned up. Im only going to list some of them because I don't know each one off hand. UI elements by their corner style: Rounded Corners No Outline: ScoreBoard UI ToolTips on the Awards Page Training Goal List Buffs Health/Armour Bar Ammo Count Rounded Corners With Outline: ChatBox KillFeed Square Corners No outline: UI ToolTips Menu UI Callvote Popup f1/f2 vote thingy Pickup Timers Scoreboard buttons (View steamprofile/friends) Inner Health/Armour Bar box
  20. The nav mesh doesn't recognize portals if the portal is in the air and not over top of ground. In FFA sometimes bots spawn inside eachother and just spin forever. There needs to be a stuck counter, if a bot doesn't move after 10 seconds give it a random input. We need some way to tell a bot not to go in certain areas or avoid areas. They dont seem to use air control to jump around a corner for example. I don't really expect bots to be able to do crazy trick jumps but im not sure what a solution would be for maps which rely heavily on them. The map quickfire would be an extreme example, bots can't get to RA.
  21. olpiykgmjdfvdhujikjfhbdgv
  22. You guys put a lot of blood sweat and tears into reflex. Glad it made it!
  23. Is jump height intentionally around 61u high? Its weird because you can go higher if you buffer your jump. Example: Try this on a 61u and 62u high brush. Move toward the brush, Jump once, then hold jump mid air and you go a little higher (1u) on the second one because its buffered. You can go 62u high with this jump but only 61 from a non buffered jump. Also after you get go up stairs your player ends up 0.13u above the surface, after you wait some time or jump to reset your player position you eventually end up 0.5u above the floor. You would think thats not very much but it does affect some jumps and consistency. I understand that there has to be some smoothing for stairs but it should reset faster. It would make sense that you can jump onto any 64u high block as thats what the grid is based off and its already almost there, only 2 or 3 units off from making it. Edit: Heres a demonstration of the stairs thing, the numbers displayed are player Y position.