shooter

Reflex 0.45.0

38 posts in this topic

0.45.0 is our character & animation update. We've decided to split training into another release. This allows us to deliver the character & animation build earlier :) Training will become 46, I'll update the road map thread shortly.

Character Customisation:

  • We've added character customisation where you can mix & match different robot parts. 
  • There are now 5 robots: hostile, dedlock, sentinel, tracker & hornet.
  • We've changed player colouring so you CAN set your own colour in non-team modes
  • Added a "glow color" you can now specify

Implemented new animations:

  • We've done a full animation pass.
  • We've added additive animations so the player smoothly looks around now.
  • We've added IK so player feet stand on ground / ramps correctly
  • We've added ragdoll (configurable in game options)
  • We've made the feet lead to and pull away from the ground when jumping to make bunny hopping look "real" :)

Drop system:

  • Standard melees & robot parts now have a chance of dropping at the end of a match.

Grenade Launcher:

  • Grenade launcher has received it's art pass.

Crouch:

  • We've added +crouch 
  • It does change the hitbox, it's a smooth transition from big<->small
  • When crouched you move slower
  • You can crouch in the air, so you can jump into small gaps.

Improvements:

  • Cleaned up color overrides to be cl_colors_relative, cl_colors_enemy, cl_colors_friend. Color overrides only work when you are playing. When you are spectating it always uses the team color (or players color if not in team game)
  • Profile UI now shows if you have multiple of an item
  • Updated in-game roadmap
  • Silhouettes can now be any colour
  • Gibs/ragdoll colours & silhouette colours are now updated when you change team / colour override settings
  • Added workshop buttons to title in scoreboard
  • Clicking map title on scoreboard takes you to workshop
  • Now get +10xp for a kill
  • Carnage effect no-longer makes player go black. (helps with readability)
  • Shotgun experimental now in core game
  • Plasma experimental now in core game
  • Flag Drag experimental now in core game

Bug fixes:

  • Fixed time-code display in replay editor

Known issues:

  • No swim animations yet
  • Golden morning star isn't attaching correctly, will fix in first point release

 

Nathan, Dorinos, MnstH and 39 others like this

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What does this mean btw?

  • Shotgun experimental now in core game
  • Plasma experimental now in core game
  • Flag Drag experimental now in core game

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Guess it means that the experimental rulesets from the previous version are now implemented in the game.

Great work devs :)

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2 minutes ago, NicholasWalters said:

It means there are now 2 more weapons in core game

*slow clap*

Just now, trip said:

Guess it means that the experimental rulesets from the previous version are now implemented in the game.

Great work devs :)

Yeah figured as much but was wondering what actually changed. Anyone? :)

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  • Plasma cell speed changed from 3000ups -> 1500ups
  • Plasma cell damage changed from 12 -> 15
  • Shotgun reload changed from 1000ms to 800ms
  • Flag drag, over 640 ups your speed will be limited with flag. After feedback here :)
  • Reverted previous IC changes, going to try something else in the future.
Electro and VN1X like this

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This actually managed to exceed the hype, I was expecting animations and that was about it, you guys really cranked out those models and the chance to drop items at the end of a match is awesome.

Very well done.

trip, Greed, Electro and 6 others like this

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58 minutes ago, trip said:
  • Plasma cell speed changed from 3000ups -> 1500ups
  • Plasma cell damage changed from 12 -> 15
  • Shotgun reload changed from 1000ms to 800ms
  • Plasma cell damage reduced from 15->14
  • Plasma cell speed increased from 1500->2000
  • Shotgun reload increased from 800ms -> 1000ms
  • Shotgun pellet count increased from 14->18
  • Shotgun pellet damage reduced from 6->5
  • Shotgun pellet spread increased

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This!!!

I've been playing this game since day 1 and have tried to always wave the flag high for the game. This is by far one of the coolest updates yet. Devs are really keeping this game on track and I'm looking forward to the future. 

Fantastic fun fanfare for our fellow friends from Australia.

Electro, Yasashii, trip and 2 others like this

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Sounds like a great, fun-filled update! I shall try and record a video to herald its arrival, not that anyone will probably watch it :D Might need some other players to help me show off the new animation stuff though, I don't think there is a third person view perspective? If there is, please let me know!

Are the different rulesets listed anywhere? Like, the numbers, for comparison. It'd be nice if there was a single place to reference when they change, which I am sure they will again.

So what are the plans for the drop system? TF2 style for cosmetics for the melee weapons by the look of it, but what are robot parts for?

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11 hours ago, shooter said:
  • Cleaned up color overrides to be cl_colors_relative, cl_colors_enemy, cl_colors_friend. Color overrides only work when you are playing. When you are spectating it always uses the team color (or players color if not in team game)

 

I can't find cl_colors_enemy & cl_colors_friend.

Just returns "unknown command "cl_colors_enemy""

any way to read these with lua?

@D-X figured it out, it's "cl_color_enemy" not "cl_colors_enemy" as stated above

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thank you so much guys!!!! :wub:

i guess, these animations are the greatest improvement of the apparent game quality so far!

plus, the drop system is the right way to get players addicted!! :D

gotta go play more...

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If we can get new skins via drop system, what is the point of level up system? I always thinked, it will unlock cosmetics/matchmaking in the future.

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