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lolograde

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Everything posted by lolograde

  1. Weapon Stay 2v2 Modifier

    The CPM weapon stay was for the entire ruleset, iirc. Not map specific.
  2. Weapon Stay 2v2 Modifier

    The wording is a bit funny but I think I know what you mean. It's a philosophical question about what 2v2 should be like. If you had QW style weapon/ammo system but with Reflex's weapon balance, and played 2v2 on a duel map, it seems like it'd break any sense of map control. Just grab weapons and relentlessly rush. I've never played QW 2v2 but I assume QW's weapon balance has a lot to do with it working well in QW (RL has enormous splash/damage and LG does insane damage so it's harder to rush the "in control" team down). EDIT: Incidentally, if I remember correctly, CPM briefly introduced the QW-style weapon/ammo system (CPMA 1.34 or 1.35) and it caused a lot of controversy since it didn't seem to work well with the weapon balance. There was a large tournament on-going (Challenge Master Cup Extra Large, "CMCXL") which rapidly died halfway through after the update. I'm not saying it's a bad idea. It'd be fun to test. It'd be awesome if the devs simply introduced some room to make custom mutators or game modes so ideas like yours could be tested. However, I will say that I think the spirit in which in most enjoy 2v2 is that weapon control is part of the equation. It can be a lot of fun with the right balance and experienced players.
  3. Interest in an NA CTF Tournament?

    I bet @OJ. is a good attacker and runner.
  4. Weapon Stay 2v2 Modifier

    What?
  5. Interest in an NA CTF Tournament?

    Just a suggestion: How about a draft tournament instead? Less likely that one supergroup will form to rule them all. Four players are chosen as captains. They play a FFA on Fusion (or something) to determine who gets first pick, second, third, and fourth of the other signups.
  6. Forums upgrade

    New forums are dope. Animated like button.
  7. [1.1.2] Disembodied arms in replays

    Occasionally, when watching a replay and switching POV or to editor mode, you will see disembodied arms floating about (which you can see through walls). Simply clicking "detach" does not fix it. The only solution I know to get rid of the arms is to switch back and forth between POVs while the replay is playing and then detach from the disembodied arm's POV. I'm not quite sure the exact circumstances required to reproduce this but it may be related to keyframes being added in Editing mode while still attached to a player.
  8. Reflex Monthly Cups

    Awesome! Good luck to all competitors!
  9. Would you like the game to be like that?

    If only someone would take the initiative and get those maps uploaded to the workshop...
  10. Would you like the game to be like that?

    Add Competitive Race and I'm sold. Some additional thoughts: Have a "PLAY NOW" option where it puts you into any casual game w/ players regardless of mode. Always keep 1 server active in various regions with active bots so newbs can always find a game instantly. An option at the top for "MAP EDITOR" or something like that which will jump you straight into an map in editor mode. "Change Map" window includes a drop down option for "My Workshop" (queries only items in your workshop
  11. [race] rr_smile3

    Awesome
  12. Replay Editor Guide

    Here's a brief guide to Reflex's replay editor. (FULL DISCLOSURE: I am not an expert. If I've explained something inaccurately or poorly, please let me know.) BEFORE YOU BEGIN EDITING 1. Bindings: You can find all the useful Reflex Replay Editor bindings through the menu --> Options --> Bindings. Use the drop down menu to select Replay Editor: 2. Config: Before you start, always take a few moments to make sure you've got your config the way you want it. Graphics settings, FOV, weapon offsets, force enemy colors, frame rate, depth of field, HUD details, etc.! It is extremely frustrating to start a big project, get half way through, and realize there's an issue with the config. So it is worth a little patience to test out your config before you start! 3. Disk Space: If you plan to use Reflex's re_export function, make sure you have enough disk space. Re_export essentially produces an image sequence, individual PNG image files for every frame you export, which you will eventually want to combine into a video file. Think about it this way, if you export 5 seconds at 60fps and each image is 1MB (at 1080p resolution), that's 300MBs for just a 5 second clip. If you're planning to make a movie longer than 5 second, please keep that in mind! USEFUL CONSOLE COMMANDS The Reflex Files wiki page has a useful list of these console commands located here: http://wiki.reflexfiles.com/index.php?title=Category:Replay_Command. Some are out of date (like re_showtimecode is, sadly, no longer a working command), but most should still be active and working. With the addition of the new Replay Editor HUD, many of the console commands do not need to be used. However, there are still some commands that you won't be able to find on the HUD that may be useful to note: re_set_angle: Used to set camera angle rotation. First set your keyframe and then, without moving from the keyframe, use re_set_angle to update the keyframe's camera angle. re_set_fov: Used to set camera field of view. First set your keyframe and then, without moving from the keyframe, use re_set_fov to update the keyframe's camera FOV. re_export_frame_rate: Used to set the number of frames per second exported. r_depth_export_scale: Used to set how far the depth of field image sequence looks. See Nathan's Depth of Field tutorial for more details. LOADING A REPLAY 1. Lower the console with ` (tilde) and type "play <replay file name>" (without the quotations). For example: 2. When you load a replay, you'll notice that the "timeline" is filling up. That means it is loading. You won't be able to drag the timeline further than where the replay has loaded to. For a 10minute replay, it may take 20-30 seconds to fully load. REPLAY EDITOR HUD 1. MODE: This button lets you toggle between the "EDITING" and "WATCHING" mode. EDITING mode is what you use when you want to make a third-person camera which moves (this is explained in more detail in the "CREATING A SIMPLE CAMERA" section). WATCHING mode is when you are either just watching (duh) or when you actually want to EXPORT. 2. SAVE: I believe SAVE lets you save your camera work. So when you reload the replay later, you can still see the camera path and keyframes you've added to the replay. 3. REPLAY CONTROLS: The outer two arrows (double arrows and bar) are for previous/next keyframes, the second and fourth arrows (single arrows with bar) are previous/next frame, and the middle is play (re_speed 1). 4. MARKERS: If a replay has markers, you can scan to these with PREV or NEXT. 5. EDIT KEYFRAMES: When you want to create a third-person camera, these buttons are the key! ADD and DEL are pretty self-evident. You can use UPDATE to change the placement/angle of a keyframe ONLY if you're at the current keyframe in the timeline. 0 ROLL resets the camera roll angle. RESET, I believe, clears your keyframes. 6. PLAYERS: There's a drop down menu that lets you select which POV you want to view. If you're in WATCHING mode, simply select the player's name and then select ATTACH. If you're in EDITING mode, then selecting DETACH will let you move the camera freely around so you can do some camera work. 7. EXPORT: The START button starts the exporting process. It will export at the framerate determined by the console command re_export_frame_rate. It will also export depth-of-field images (as a separate image sequence). It will export the number of seconds (game time) you've selected in the drop down box. If you want to export some alternative number of seconds, you would need to use the console and type "re_export <seconds>" (without the quotation). For example: re_export 11 8. SECONDS: A convenient way to set the number of seconds you want to export. KEYFRAMES Keyframes are essentially "key" frames that determine a camera's path. By adding a keyframe, you're telling the game to have a camera at whatever given point-in-time, place, angle, and/or fov that you're currently at. Then at a different point in time and place, you may set another keyframe. The replay editor will then linearly interpolate (or "lerp") between the two points (time, position, angle, and fov) to make the camera's movement look smooth. How these keyframes are used to create a camera path is demonstrated in the video below, "Creating a simple camera in Reflex Arena's replay editor". IMAGE SEQUENCES Once the exporting is completed, you will have a new folder in your Replays folder named the same as the replay you're exporting that contains the image sequences. There will be a folder called "colour" for all the normal, color images. If you've also selected DEPTH, there will be another folder called "depth" which contains the depth of field image sequence. You will need some software to combine the image sequences into a movie file. I believe there's quite a few out there but a free, easy to use program that I prefer to use is VirtualDub. To do this with VirtualDub, open the first image in the image sequence folder, colour or depth (File --> Open Video File), set the desired frame rate (Video --> Frame Rate), and then "Save As AVI". NOTE: Keep in mind that VirtualDub does not compress the images at all! It simply combines the images into a sequence in the AVI file format. Therefore, the AVI file size should be at least as big as the sum of all the image files which, depending on the length and resolution of the images, could be multiple GBs in size! AUDIO Unfortunately, I do not believe Reflex Arena's replay editor can currently export audio clips with the image sequences. Getting the audio will need to be done separately from the EXPORT process. To accomplish this, you'll need to play the replay at whatever speed you're exporting at (e.g., 25% speed or re_speed 0.25) and capture the audio with some capture software like Dxtory. REPLAY EDITOR BASICS <Video coming soon of basics of loading replays, using HUD, moving camera, exporting, etc.> CREATING A SIMPLE CAMERA CREATING A CAMERA WITH CHANGING FOV DEPTH OF FIELD Nathan (of ArenaFPS) has a great tutorial on using Reflex's depth-of-field function. You can see that here:
  13. Replay Editor Guide

    That's the only way I know how to do it as well, actually. Exporting always resets re_speed to 1. Maybe @entik or @Qualx have some insights here? It'd be nice if there were a re_set_speed command. Would take care of the efficiency issue as well as enable some fancy time manipulations without needing a video editor for that.
  14. Dear Turbo Pixel Studio Gods: I humbly request a built-in REPLAY BROWSER for Reflex Arena. It would be nice to be able to search all replays in your replay folder(s) and be able to select/play them that way (without needing to copy files names and paste into Reflex). It would be especially nice if you could select a replay and it would preview some of the replay details like: map, mode, player(s), scores(s)/time(s), etc.. In the event the devs are spread too thin, perhaps the replay file system can be exposed in LUA and those in the community with the skills can create a browser? Somewhat related: It would also be very nice to have the option to download the game replay immediately following the completion of a game. Perhaps there could be a "DOWNLOAD REPLAY" button on the end scoreboard?
  15. Strafe Theory

    Ages ago injx wrote an article called "Strafing Theory" which is an explanation of how strafe jumping works. It takes some time/effort to read through but it is worthwhile! Thanks to @salakalastaja for digging up this link. Here's @salakalastaja demonstrating some of the types of strafing possible in Reflex Arena!
  16. I agree w/ above but I also would like to point out one of the side effects of air control. If you compare it to crouchsliding (which is similar), the major difference is that being in the air and bunnyhopping makes you more vulnerable. It's a balance between risk and reward. You can move faster but you also risk getting pushed by knockback or popped up by a well placed explosive. Another thought about strafe jumping in general is that I think it is, at its essence, about another, deeper and more nuanced level of control over your player. It's not necessarily always about going as fast as possible (although that is fun) but sometimes it's about going the right speed. In duels, you may want to be going a certain pace to get somewhere in time for something but not so fast that it becomes dangerous and foolhardy. In race, the most efficient route may not always be the one that goes at maximum possible speed. In other words, it's the power to control how fast you move.
  17. Replay Editor Guide

    LOL, I love how you can hear my kid in the background. Welcome to my world.
  18. Race map editing and design guidelines

    Looks like it has been a while since this thread was updated. I'm not as experienced a racer, or mapper, as some but here are some random thoughts: Race is different from other modes in that it is much more linear. There is a start and a finish and what happens in between does not vary between each play through. You can introduce variety in a race map with alternate routes and types of movement required. Regarding the traditional/classic strafe-only maps, my personal opinion is that a map is improved with a variety of options, difficulties, and types of movements (strafe, ramp jump, double and triple jumps, etc.). Sometimes this variety emerges naturally from the structure of map, other times it is very much by design. My process is very organic. I start with an idea, area, room, or section and test it until I find it enjoyable. Then I add another area, room, or section and test the two together. Rinse and repeat. Once a start and finish are generally created, then I go back through and look for natural elements in the existing design where difficult shortcuts or easier "longcuts" can be added. It should be obvious that the shortest route should also be the most difficult, therefore rewarding skill/practice with a shorter time. For making interesting maps, it may be useful to think of patterns in both positive and negative terms. What is the actual pattern that exists and what are the patterns that do not exist? In a way, it is like music with on-beat and off-beat. If you repeat the same situation in a race map, over and over again, it can become boring. Instead, finding ways to break patterns by introducing something unexpected may be a useful way to think about it. Pat Howard wrote a very interesting article on architectural "connectivity". Although the article is intended as for duel/TDM food for thought, I think the same lines of thinking can be applied to race maps. How do various sections of your race map connect together? Do you put some trick jump between two areas or in the middle of the rooms? Consider all the movement mechanics and possibilities and all the potential combinations thereof. What patterns can you arrange with all these possibilities and how can you interrupt/break these patterns in interesting ways?
  19. Content browser seems to be incomplete

    @Finalspace, make sure you're selecting an effect, not a worldspawn. An effect should be a red exclamation mark. When you've got that selected, then the content browser should show all meshes. There are some effects which are not in the content browser and I believe @MAD_JIHAD put together a list of those here:
  20. Time limit can be overriden on the server side. I believe the cvar is sv_timelimit_override <minutes>. I'm not sure about those others you mentioned, though.
  21. Custom Ruleset Poll

    Or a single lower route between the atriums rather than two.
  22. Ishdm12 - Angarr's Gate

    Looks fantastic! Only question is what is going on with the sewer outside? Is it supposed to be chunks of ice?
  23. Map Editor Guide

    There may be some more added to the map editor. If more modes are added, triggers/movers, etc., those would necessarily require expanding the map editor. I think the guide has been largely community driven. If someone has the time, surely they could try to put something more updated together. The Reflex wiki page might be the best place for that sort of detailed guide so it can be updated by the community as things change.
  24. What do you want for race mode?

    Doesn't Reflex already keep track of active addons/widgets? Then it's a matter of keeping workshop curated and also making sure you can't have an add-on/widget enabled that's not available on workshop. Incidentally, I agree w prankster.
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