newborn

Reflex 0.40 - Statistically insignificant

28 posts in this topic

Tech

  • Fixed multiple reflection probes for shader quality 0
  • Added simplistic network compression & encryption, seeing a reduction of around 33% traffic (server->client only)
  • Changed default sv_steam_port from 25797 to 25788
  • Reduced jittering of all entities client-side
  • Reduced jittering when colliding with other players
  • Added comment support to config (.cfg) files
  • Connect coomand is now just <ip:port>
    • Use "password <blah>" in the console to supply a server password
    • This format is required for steam:// links
  • We now load player steam friends list, and their avatars
  • Allowed friend info for players you meet in a server (to get their avatar + steam info)

Dedicated servers

  • IMPORTANT: Our dedicated servers now require the Microsoft Visual C++ 2013 Redistributable (x86) to be installed.
  • Steam is supposed to install it automatically but that doesn't seem to work with SteamCMD. 
  • We expect we'll end up including this in future releases but for now we don't.

Weapons

  • All weapons again obey weapon offsets
  • Updated IC: revised mesh, updated beam and impact effects, additional animation and glow effects when firing, new sounds based on states
  • Fixed ioncannon beam clipping through ground visually in some instances in first person
  • Added player hands in first person
  • New first person weapon animation system
  • Shotgun, boltrifle, plasmarifle casings eject from their correct positions again
  • New first person melee animations

Art

  • Optimisation pass on egyptian meshes
  • Optimisation pass on japan meshes

Effects

  • Blood decals are now larger and moister with smoother normals (helps look a bit thicker)
  • Gib decals have more velocity spread (more likely to go on walls)
  • CTF carried flag wisp toned down (might need another pass still)
  • Blood on melee weapons now correctly matches blood in the world.
  • Robot blood is now some kind of blueish coolant or something

Stats

  • Added in-game stats for weapons, powerups & generic player info (calculated server side)
  • We also now track top 5 race times (and distance / topspeed / avgspeed), and store these for each player too
  • Stats are all pushed to lua
  • Stats are currently only available during matches -- no fancy web API.

Scoreboard

  • Implemented new scoreboard to showcase stats
  • Scoreboard is different per gamemode
  • Scoreboard is interactive
    • By default hold +showscores and rightclick to enable cursor.
    • You can click on another player to view more info about them, including adding them to friends / viewing their profile
    • You can re-bind the scoreboard cursor release in the options menu. Either with the "showscorescursor" command for a specific key, or "showscorescursorhook" which allows you to hook it in to an existing key "Jump" / "Attack".
  • You can now see player steam avatars on scoreboard
  • Tou can now see friend status / add player to friends list on scoreboard
  • Added flag for each player to the scoreboard, this is toggled with cl_country (cl_country default is pulled from steam)

Gameplay

  • Implemented /roll command (WoW style). To use, type "roll 20" in console
  • Improved the feel of projectiles by pushing the projectile spawn position from 8 to 28 (and fixed all the bugs that usually would have caused).

Editor

  • Added ReflectionProbe entity. The old effect based reflection probes still work but are deprecated. 
  • Added me_showclip
  • Added "Show Clip" to MapEditor.lua titlebar, which controls me_showclip

Bugfixes

  • Players will no longer get stuck inside each other
    • Instead, they will have their collision disabled until it can be resolved.
    • Internally, this is now known as "Patrick Swayzeing"
  • Fixed bug where overlapping guns could prevent pickups. i.e. if player full on burst ammo, and burst gun overlapped RL, RL was blocked.
  • Steam defaults are now applied after config load (this was probably causing steam defaults to be stomped :|) note - they are only applied if cvar is at default value!
  • Clicking on ReflectionProbe no longer breaks it
  • Fixed issue where prefab names with a space in them weren't properly being parsed in on map load.
  • Fixed issue where end of game sound would sometimes play on connection
  • Right click friend->join game should now work

Known Issues

  • Players are Patrick Swayzeing more often than expected. 
  • Again, our Dedicated Server currently requires Microsoft Visual C++ 2013 Redistributable (x86) to be installed
  • Race times in scoreboard are not sorted properly
  • Race times do not reset properly

And finally...

Reflex 0.40.0 marks the first release using a new set of internal development tools. While developing, we often find ourselves going back to the Steam build to play random peasants and are immediately stuck by how much it sucks compared to the development version we've been using. With these new systems in place, we should be able to release smaller updates more often, instead of holding on to good features for 3 weeks waiting for other features to become shippable. We're not entirely sure what our release schedule will be like yet, but the take away for players is that you can expect to see features within a couple of days of them being ready.

 

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Well done guys, the scoreboard looks great as well as the new development tools. More frequent releases of completed modules will be welcomed warmly.

Keep it up. I'm buying two 4 packs to give out in the next Aus duel cup.

Cheers

KOKOS, Electro, Dorinos and 2 others like this

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The steam overlay is nice and stats. I also like the new electrifying sound of IC. GJ keep it up!

Electro and trip like this

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sounds awesome, will play later .

 

can a dev please comment on the tdm/ammobox/weaponrespawntime timeline? im really looking forward to enjoying some good old tdm(my favorite mode), and sadly i don' read about it that much.

 

also:

5 hours ago, newborn said:
  • Improved the feel of projectiles by pushing the projectile spawn position from 8 to 28 (and fixed all the bugs that usually would have caused).

nice one

KOKOS, HaraldQuake, DraQu and 1 other like this

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6 hours ago, newborn said:

Editor

  • Added me_showclip
  • Added "Show Clip" to MapEditor.lua titlebar, which controls me_showclip

That should really help some of the out there mappers. I only did a very little mapping, and really missed this. Whee...

Great work on all the other updates...

KOKOS likes this

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Will you be able to delete some of your top 5 runs in race?  Sometimes I like to do cheat runs and don't count them 

 

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Heard some dudes complain that IC become harder to hit after update , tested it and yeah - for some reason it's very hard to hit for my self too .I'ts just not connecting like before, can't even finish weak enemy, like there small delay before hits start registering,weird stuff :( Rockets feels way better now tho

AliceMadness likes this

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2 hours ago, xero said:

Interesting. Was watching Terifire play earlier today. Seemed like he was hitting with the IC pretty effectively. However, I wish the KB was stronger, right now with the high ROF, low damage, lack of ammo boxes, and weak KB it's a really pain in the ass to keep flag carriers of your flag (also harder to do leet shaft lifts)

well he changed the soundfile to the q4 one. i have also problems to hit with that new sound. like i cant "feel" it

other than that update is very nice

just some servers seem to have issues with loading maps from workshop. it tries to load it and also downloads it from steam, but then it just goes back to the previous map

NicholasWalters likes this

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3 hours ago, NicholasWalters said:

Heard some dudes complain that IC become harder to hit after update , tested it and yeah - for some reason it's very hard to hit for my self too .I'ts just not connecting like before, can't even finish weak enemy, like there small delay before hits start registering,weird stuff :( Rockets feels way better now tho

 

 

I've been having the hit detection issue pre-update. It's like I have to track my target perfectly for the first moments of the burst, or most of my hits go straight out the window :wacko: damage felt delayed, even on low ping servers. Maybe it's not just my shitty aim

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7 hours ago, NicholasWalters said:

Heard some dudes complain that IC become harder to hit after update , tested it and yeah - for some reason it's very hard to hit for my self too .I'ts just not connecting like before, can't even finish weak enemy, like there small delay before hits start registering,weird stuff :( Rockets feels way better now tho

Nothing changed under the hood. It's still just a line from your viewheight to your crosshair. The update was purely visual.

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