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  1. Not sure what you guys are saying with Toxikk. The move to f2p increased the playerbase of Toxikk by the factor of 6 (before: average 5 players; after: average 30 players). If that isn't successful, then what is? Do you expect the switch of the payment model can realistically turn a 20 player game into a 5000 player game? That being said. Toxikk's base price was significantly higher than that of Reflex, when it became f2p (I think way above $10, even on sales), so I wouldn't expect the same impact for Reflex. Whatever changes to the payment model are made, they are probably only going to play a minor role when it comes to population of Reflex.
  2. Sorted by priority: Wallbug. My issues with race changed a lot during a year of racing, but this was ALWAYS annoying. You can't actually touch walls in reflex race. That is super uncool for players and cripples map making a lot, as every brush that isn't a rectangular cuboid is going to be a problem on slightly larger maps. Lightmaps. I know the community workaround for avoiding huge lightmaps is now public knowledge, but anyhow, there should be an official solution, too (even if it's simply allowing map uploads without lightmaps). Leaderboards. Leaderboards need to distinguish game modes (low gravity) and weapons used. The hashes for recognising changed maps are broken too and need fixing. Also, records should be uploaded after you set them, not at the end of the round. Bonus-Stuff in no particular order: Triggers and movers for more creative map making. It would actually be nice to have scripting possibilities for the game logic. Higher visibility range could be nicer for simple, but large, outdoor maps (like rdk-18, radiantfinal, etc.) Textures would be cool for race, because they give you a better depth perception than flat surfaces, and are also easier to use than meshes (and I think they also look better from far away than meshes).
  3. Currently the devs are intending to stop lua widgets from drawing into 3d space which would mean a big no for your ambitions regarding this addon. But even without this issue, I'm not sure if you could make this addon feel not-wonky.
  4. Gently found me on hide and seek!
  5. Also, if you do not want to be shown on the server list, block the corresponding port in your firewall (I think standard is UDP 25787).
  6. This has been underappreciated so far, imo. One big problem for new players is that they do not understand why they are losing. They focus on the fights, and wonder why they hit 2 direct rockets and still die, they try to fight better, but fighting better actually doesn't help them either. Picking up a red armor is so important, it should start all kinds of fireworks on the HUD and on the headphones to make absolutely sure that the player does understand what happened and that he fucked up, when he let the opponent snatch all the juicy stuff (and not when he had a decent fight that he had no chance in winning, because he was completely out-armored). Additionally, having MH/RA positions visible through walls at all times could be an effective change, that doesn't change the gameplay for seasoned players at all, while helping newbies a lot.
  7. Sometimes you get unwished elements appearing in your prefab after creating/updating it. This can be very confusing and makes multi-select sometimes impossible to use properly. Reproduction: Create worldspawn and select it Enter console command: me_createprefab A Create another worldspawn De-select everything (escape key) Select both worldspawns with dragging a selection rectangle or VolumeSelect Remove the first worldspawn (now prefab "A") from the selection by clicking on it with +editormultiselect (CTRL) and +editorprimary (Mouse1) Enter console command: me_createprefab B Even though you de-selected the first worldspawn, it will be re-selected and included in prefab B.
  8. Most of it was already in the training leaderboards by Turbo Pixel so it wasn't much work to adopt it for race (I think it contains less than 10 lines original code), but thank you anyway! To answer your question: My widget works independently from Brandon's Race Leaderboard, you can have both installed at the same time or only one.
  9. The red one is the addon name. Each addon can have several widgets as sub items under this red entry. When an addon only has one widget, it can look a little confusing.
  10. Please check your cl_playercolor1 (and also cl_playercolor2) value in console. It should be a small integer number ranging from 0-63. If it is bigger or smaller than this, change it in your game.cfg, or set a new value in console, write saveconfig, and relaunch game. Additional info for @shooter line 3575: local col1 = extendedColors[consoleGetVariable("cl_playercolor1")+1]; line 3576: local col2 = extendedColors[consoleGetVariable("cl_playercolor2")+1]; in menu.lua should probably be checked for nil values.
  11. There have been minor changes to original Reflex Scoreboard widget with the upcoming 0.48 release (Displaying some MMR stuff + Forfeit status I believe). If you want those, you need to update your Race Leaderboards Plus addon to the newest version.
  12. Bigger update this time! Thanks to everyone giving feedback and thanks again to Mad-Jihad for adding even more Checkpoint maps and to Thorec for taking the time to test the changes! Installation instructions have been updated in the original post. Update 1.2: I seperated backend and frontend. This makes it easier to do changes on how data is displayed. The checkpoint table is a seperate widget now, with display settings in the options menu. The corresponding CVars have been removed. Other CVar settings have been moved to the "CheckCore" options menu. In CheckpointTable, the display order of checkpoints was reversed. Added "CheckpointDelta" widget, since some people asked for a simpler presentation of checkpoint data. This displays time difference every time you reach a checkpoint. Added "MessageQuiet" widget. This is a replacement for the original "Message" widget to give you the possibility of hiding/muting checkpoint messages. This is optional and can also be used without the other checkpoint widgets. Added multiple store slot support (now: 1 slot per player per map). You can "scroll" through the store slots by using ui_checkcore_next 1/ui_checkcore_previous 1 (I bound those to numpadadd/numpadsubtract keys). The currently loaded slot will be displayed by the CheckpointTable widget on top of the table. New command: ui_checkcore_clearall 1. Clears all recorded runs from memory and config. Since this widget can generate quite a lot of data over time, this might come in handy sometimes.
  13. Just a small update, thanks to Mad-Jihad for valueable feedback and everyone who is testing this as a mapper or player. Update 1.1 - Checkpoint message now just needs to start with "Checkpoint #" (previously exactly match it). So if you like, you can put additional information in the Checkpoint message. - ui_checkpoints_autosave cvar added. Set this to 1 and it will automatically save the newest run, if it was faster than the stored record. - fixed the faulty line when standing inside a start brush - switching players when spectating should reset the table now instead of undefined results.
  14. Race Checkpoints / Split Times - EXPERIMENTAL This widget records and displays checkpoint split times, speeds and distances in race mode. Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=825648470 Installation In the game, go to Options -> Addons -> Explore Workshop Search for "Race Checkpoints" Click Install Go to Options -> Widgets Go to "CheckpointTable" and/or "CheckpointDelta" widget and make sure the "visible" checkbox is ticked For the addon to work the mapper has to include TriggerVolumes which display the Messages "Checkpoint 1", "Checkpoint 2", "Checkpoint 3", etc. You can try the widget on any of the maps listed below. There is 1 storage slot for each player on each map. If you want to store the checkpoints of your (or the person you just spectated) active run, type ui_checkcore_store 1 into console (can also be bound to a key) after the run is completed. Use tips You can scroll through recorded runs by different players by using "ui_checkcore_next 1" and "ui_checkcore_previous 1" (can be bound to keys) If you don't like the Checkpoint messages and/or beeps you can deactive the original "Message" widget and use the "MessageQuiet" widget as replacement. Maps with Checkpoints Pines by Kawumm Afterglow by Mad-Jihad ud-ritalin5mg by donny & LULtra Bull Straf ported by Mad-Jihad from q3df Dam by Mad-Jihad pornstar-slopin ported by Mad-Jihad from q3df Settings CheckCore - Enabled: This is needed for any Checkpoint widget to work. Only disable if you want to turn everything off. CheckCore - Autosave faster runs: Automatically saves the newest run, if it was faster than the stored record. If you disable this you will have to store each run manually with "ui_checkcore_store 1" in console. CheckCore - Save runs to config file: Saves recorded data to your game.cfg, so it stays persistant even if you close your game. CheckCore - Strict checkpoint messages: If this is disabled the widget will accept every message event as a checkpoint. This will allow you to use checkpoints on maps which have a different message texts, for example "Hello! This is a checkpoint!". However it also allows for triggering a checkpoint twice or in the wrong order, and it makes it impossible to distinguish between checkpoint messages and non-checkpoint messages. So it's preferable to use checkpoints in a strict format. --- CheckpointTable - Show speeds: Display or hide movement speed. CheckpointTable - Show distances: Display or hide move distance CheckpointTable - Show delta times: Display or hide the current checkpoint data compared to the stored run. CheckpointTable - Use total measurements: If this is enabled, all measurements will be taken from RACE START to active checkpoint. If this is disabled, all measurements will be taken from last checkpoint to active checkpoint. CheckpointTable - hide during run: Hides the widget while doing your run. How to add Checkpoints to your map Decide where you want to have checkpoints, a good default would be narrow chokepoints of your map that everyone has to go through. Try to keep the map segments logical and not just put checkpoints in random spots. Also keep in mind that players can come up with crazy shortcuts. Place TriggerVolumes to mark the checkpoint zones. Make sure they are big enough so people don't run past them or (rocket) jump over them. Attach a "Message" to each TriggerVolume with the text "Checkpoint #", where # is the the number of the checkpoint in order of traversal, starting with 1. You can have 2 or more checkpoints with the same number, if you have alternative paths. Just make sure the player has to traverse the map from Checkpoint 1 to Checkpoint 2 to 3 to 4 etc. without skipping any checkpoint number Merry Christmas!
  15. I integrated the race leaderboards into the <tab> scoreboard as seen in the screenshot. It uses the space which previously displayed your detailed times, which you can still access by clicking on your own name in the right side panel. This addon should become obsolete once the feature is officially implemented, but until then I find it neat to have. Link to steam workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=821550833 Update log: v1.1: added diff times in brackets v1.2: internal installation procedure changed v1.3: minor bugfixes/adjustments