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Everything posted by insect

  1. Yeah, it was just launch the game, and boom! New item in inventory But it would be better if it dropped for everyone that bought the game in early access. About the items. Some can be bought or can randomly drop after match. Are any items exclusive buy-only?
  2. I have i7-3770k@4.5GHz, GTX970 OCed too. And: - on empty map it can be stable 333fps with 20% CPU, 50% GPU use. - but on 16 players FFA the framerate dropped to 130, 100 or less after map change. This time GPU was almost idling, and CPU at about 25%. So it seems the game gets CPU bound on a populated server, also uses only 2 cores.
  3. I haven't play reflex much, so my list is a bit different Mainly things that make it hard to convert from QL. Plus some minor stuff. For start. No "press esc to continue" screen at start (is it needed?) Graphics options: - MSAA (and then SSAA) support or built-in downsampling. Maps have a lot of geometry that is flickering with distance, postprocessing AA can't fix that. - gamma settings for map and player models - lightning percentage option, 1=100%, and 0 would be like after r_lm_clear - r_sun_intensity - support for values below 1 - r_hbao percentage, maybe in range from 0 to double the current amount - dynamic lights setting for weapon fire/explosions, separate from r_effects_quality - r_decals independent of r_effects_quality - option to disable screen vignette effect - Textures support for mappers. With options to make it look like now - texture visibility percentage, or very blurred mipmap (like in q3/ql). Offline training with all maps downloaded from workshop available. Currently maps are split in 2 places ...\SteamApps\workshop\content\328070\ ...\SteamApps\common\reflexfps\maps\ and offline uses only reflex dir. I have some maps duplicated or even different versions, like: \SteamLibrary\SteamApps\common\reflexfps\maps\ \SteamLibrary\SteamApps\workshop\content\328070\595872330\ Other stuff: - Physics config - So it would be possible to set it all, with presets q3, ql, cpma, reflex etc. Maybe even with strafe curve setting. - customizable bots play - follow, static bot, 1 weapon bot, bot acccuracy, reaction time settings - same key bind for different actions (like mouse wheel for weapons in game and cycle players in spectate) - zoom fov setting and bind - r_shadow_quality 2 - is almost 2x more taxing and looks very similar to r_shadow_quality 1
  4. I didn't know there's the clear mode, I used sweetfx postprocessing to get good map visibility. The other command r_lm_showprobes can also be extended into something fun, moving around the particles gives nice 3D feeling. Options I'd like for best visibility: - allow amount of lightmap to mix with the clear look - independent brightness control for map and models - brightness cap for map - so lights could be dimmed With the post processing I went further - lights turned off lightmap.jpg?dl=0 clear.jpg?dl=0 lightmap %2B pp.jpg?dl=0 * also option to disable screen vignette
  5. Reflex doesn't have gamma control (yet). But it's possible to brighten it using postprocessing like reshade+sweetfx. SweetFX has a few useful things - SMAA, sharpen, vibrance, and also gamma control. Here's a comparison with "Lift Gamma Gain" used, 1.8 midtones gamma (shadows/highlights left at 1.0). reflex_bdm3 dl ao 2048 reflex_bdm3 2048 reflex_bdm3 sfx 2048 reflex_bdm3 dl ao sfx 2048 "dl ao" - dynamic lights and ambient occlusion enabled "sfx" - sweet fx used. As a bonus the screenshots have high quality AntiAliasing (open in full 2048x1536 size to see it).
  6. I still don't get why you have to remove textures. In my install there's 1148MB in *.textureset files. Why waste it all? You can stop working on new textures and move to more important stuff, but removing support for them altogether is a bad idea. Not everyone is a fan of cartoon style. A few things concerning visibility: - no gamma control - sometimes it's way to dark, black on blackness - no support for real AntiAliasing. I'd like to use SuperSampling to remove flickering lines - flickering items - no textures - sometimes a few surfaces in the same color merge, so geometry is less visible. Shadows, SSAO, or outlining objects edges may help that, but at an extra processing cost.
  7. Game developed in 2015 without textures... what a joke. You don't need big-money studio for that. |There are similar (a few man) developers that make great looking games. The flat, cartoonish art style could be a only placeholder. Just like it was in free (shocking?) Open Arena - special texture pack with textures being solid colors. So your'e catering for the 100 cpma players, and for the minority that used high picmip. Instead of adding other game types and physics, you make step backward and remove textures...