shooter

Reflex 0.46.0

29 posts in this topic

Today we're releasing version 46. This version adds the training game mode.

Training allows you to practise your movement, aiming & dodging and compete against your friends. We've added turrets which shoot at you (which can be disabled by shooting them). We've got targets which can move around the world and explode in to pieces. We've added tokens to collect and finally leaderboards at the end of the mission where you can test your time vs your friends.

All these building blocks are fully available in our map editor, and we're very much looking forward to see people use them in their workshop maps!

This build also includes many experimental update including the return of the much requested stake launcher. It's had all it's previous bugs ironed out and we're eager to see people use it. We've also updated experimental to more closely match the competitive ruleset (as that's generally the players who use it), and we've also tweaked the knockback to deliver a more consistent experience.

On top of this we've done an art pass on the rocket launcher and shotgun. We also snuck in a couple extra melee's and robot pieces :) The highly anticipated supporter crowbar will make an appearance too! 

Finally I got to add a friends list to the home screen which I've been itching to get to for some time, it is very useful! :)

 

    Art Improvements:

    • Weapon: rocket launcher art pass
    • Weapon: shotgun art pass
    • New melee: sickle
    • New melee: khopesh
    • New melee: supporter crowbar
    • New piece: droid head & droid head angry
    • New piece: spark head
    • New piece: gear head
    • Added sphinx head mesh - Promeus request
    • Revised robot glow colours
    • Added meshes: gothic books - MAD_JIHAD request
    • Updated falling icon - MAD_JIHAD request

    UI Improvements:

    • No ammo warning added to LowAmmo widget
    • Timer widget now has flag to count up/down
    • WeaponRack Widget now has toggle vertical option (on = default, off = horizontal)
    • Added showPassword option to Connect dialog
    • Added friends list, steam friends added rich presence
    • Node selection combo in MatchPicker for LOCAL maps (i.e. not steam maps) now works
    • Map editor toolbar now shows lighting button & progress
    • Map editor toolbar updated to new widgets

    Lua additions:

    • Exposed weaponIndexChangingTo to lua
    • Added ability to give a textRegion focus from lua

    Game fixes:

    • Melee attack is now server authored
    • Fixed bug where -mouse5 wasn't triggered properly with cl_input_subframe 1
    • Workshop publish button no-longer crashes when not connected to steam

    Experimental updates:

    • Removed timers from experimental, removed powerup drop from experimentaltdm -- idea is experimental is made for competitive players.
    • Changed splash fall-off to be linear & lowered the minimum splash damage greatly. Essentially now splash radiuses will be larger but should do similar knockback to before.
    • When applying splash damage in air it always obeys splash direction (rather than rocket direction). i.e. it'll knock you away from point of impact
    • Added experimental_stake ruleset
    • Burst gun reload changed from 650 to 750
    • Burst gun projectile speed changed from 3000 to 3500
    • Grenade trace radius changed from 2 to 1
    • Grenade explosion radius changed from 128 to 150
    • Rocket trace radius changed from 0 to 1
    • Rocket explosion radius changed from 112 to 120
    • Ioncannon ground knockback multiplier changed from 1.8 to 1.25
    • Ioncannon air knockback multiplier changed from 1.3 to 1.7
    • Ioncannon beam radius changed from 1 to 0.5
    • Ioncannon beam damage is 6
    • Bolt Rifle lowammo warning changed from 5 to 3
    • Bolt Rifle maxammo changed from 20 to 10
    • Bolt Rifle weapon included ammo changed from 10 now 5
    • Bolt Rifle ammo pickup changed from 5 to 3
    • TDM weapon respawn time 20 seconds (we're looking to separate 2v2 & 4v4 tdm modes in the future)
    • Ioncannon now has idle sound
    • Bolt Rifle now has idle sound

    Map editor training entities:

    • Pickup Training Token - new pickup type
    • EntityTriggerVolume - output "links" when player enter/exits region
    • EntityMessage - input "links" to show/hide or display message for 3 seconds
    • EntityGoal - input "link" which flags a goal that needs to be done to complete training
    • EntityAccumulator - input "link" which counts, output "link" which fires when count reached
    • EntityTurret - self explanitory I hope :)
    • EntityShootable - self explanitory I hope :)
    • EntityExit - input "link" which indicates training has ended

    For an example of the training entities, please check out the training maps !

    edit: pro tips:
    to get use stake gun do a "callvote ruleset experimental_stake"
    to bind the weapon to a key to "bind R weapon 9"

     

    Cheers guys, have fun!

     

    Stalast, ketku, brandon and 43 others like this

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    Jaguar, Electro, matt_au and 4 others like this

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    Stake felt strong as fuck in the first two matches I played with it. But then again, all of us were abusing it and not really playing properly. But more research need to be done. And I guess it depends on map to map basis. Love many of the other experimental changes, rockets feel better. 

     

    The hype has just begun, for I can't wait for people to churn out training maps <3

    TornadoStorm, Yasashii and Electro like this

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    10 minutes ago, TornadoStorm said:

    I can't see the steak launcher though?

    protips in the changelog :) the stake also uses the bolt rifle model with different colours

    TornadoStorm likes this

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    Hoped for stake to be somewhat like it used to be - faster fire rate and a slower projectile. It's not as convenient for movement when you get punished for it as if you were using a bolt. Also, the experimental ruleset is a bust in maps that had both stake and bolt :D

    Stake weapon and stake ammo spawns pretty pls!

    NicholasWalters likes this

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    Agrie, stake projectile are too fast now , there almost no leading needed in mid-range, u need lead only if enemy is very far away (tdm/ctf maps) and even then just a little bit.Old projectile speed was pretty fine for me(could make even bit slower) . 120 damage should be earned by making weapon harder to connect, now its way too easy to hit enemy , especially in low-mid range.BTW rocket splash changes are great, rocket jumping feels far better now too.

    /fragile and AliceMadness like this

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    Thanks for this nice update.

    I just played the training maps and learnt how to add all the new features with the map editor. Great features......

    ....but....

    ....please, PLEASE make these features available for race mode.

    1) Torrets should effect the players speed, but not the health (right now the projectiles of torrets have no effect at all in race mode)

    -> I guess this can be easily be added for 0.46.1

    2) In race mode, shootables should be "back alive" after suicide.

    3) Shootables should be available for all players on one server. For example: A race map with 4 shootables. Each player has to shoot all 4 of them. Other players dont have control over "your" targets (hope you get what I mean).

    Maybe 2) and 3) are not easy to implement, but please at least add 1)

    Jaguar, Yirktos, Grybzt and 3 others like this

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    Started playing again, since the new windows 10 update + completely reinstalling my GPU drivers fixed my reflex performance-issues ... at least to the point where i can play again :D.

    Very cool update, experimental ruleset seems better as far as i can tell.

    I hope some mappers create good looking tutorial-maps to be included into the game.

     

    Great job guys! Matchmaking next? :)

     

    Regards

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    What does trace radius do? does a larger trace radius mean a larger "body" that can be hit?

    Also, does the increased "reload" decrease the reload time? Feels like it.

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    This update is great across the board, but did something change in the audio mix? Everything sounds weird and flat.

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    Training is well welcome! Started playing reflex last week but it would of been perfect for an introduction.

     I find the added idle sounds for the Ion Cannon and Bolt disturbing. When I switched to those guns for the first time after the update I thought something was going on with my computer.

    I can't say about the new shotgun model but I like it. Kinda big on screen thought in my opinion.

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    1 hour ago, OG BlacKout said:

    Training is well welcome! Started playing reflex last week but it would of been perfect for an introduction.

     I find the added idle sounds for the Ion Cannon and Bolt disturbing. When I switched to those guns for the first time after the update I thought something was going on with my computer.

    I can't say about the new shotgun model but I like it. Kinda big on screen thought in my opinion.

    You can move the weapon models around with cl_weapon_offset_x, cl_weapon_offset_y and cl_weapon_offset_z. By decreasing the y offset (use negative values) and increasing the z offset the weapon appears smaller. If you want to use different offsets for each weapon you can use this script.

    It's also a bit less tedious to use than console commands. To install it just drop it in base/internal/ui and activate it in the widgets options.

    Regarding the sounds, you can replace/delete those from base/internal.pak (you can open .pak files with winrar). I'd recommend replacing them if you don't like them, being able to hear your opponent's IC/bolt is a good advantage to have.

    NicholasWalters likes this

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    I hope weapon Idle sounds will make it into competitive in the next point release, its putting me on a fence of whether to use experimental or competitive ruleset for my next tourney. Very odd to me that this is even a thing for such a great feature. Peace and love devs, having fun playing Reflex.

    lolograde likes this

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    Working under the assumption that the training maps released with this update are intended to become Reflex's official tutorials some day, I'm a bit confused about a couple of the design choices made here:

    I think I understand why the training mode has a time limit. It is for mappers to create challenge maps, I guess. But, why do the Reflex training maps have a time limit? IMO players should be free to go through the tutorial at their own pace and get comfortable with the game.

    Why do the official training maps have hidden/secret objects that must be collected to place on the leaderboard, or to be told that they "qualify"? I feel that these maps are sending the wrong message: that Reflex is about scouring maps for secrets or hidden items. With few notable exceptions, real maps indicate clearly where each item is located.

    inb4 someone tells me I'm terrible and misconstrues what I'm saying as complaining that the tutorials are hard. I'm not. They're not. I just think this is some weird design.

    MAD_JIHAD and Warlord Wossman like this

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    My first impression after playing with the current exp build is that you guys maybe overdid it a little with the rocket kb. I can't really comment on the new system itself yet, but I feel like the bounces are a little too strong now. To put it like a cunt, first bounce = gg ez

    dev likes this

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    17 hours ago, OG BlacKout said:

    I can't say about the new shotgun model but I like it. Kinda big on screen thought in my opinion.

    I've noticed this, too. Switch between shotgun and IC; shotgun looks huge! :D There are a couple guns that seem oddly-sized compared to the others.

    OG BlacKout likes this

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    20 hours ago, Monti said:

    testing some 0.46

    would love to run maps like this with many ppl online, and everybody got his own shootable targets (like i said above).

     

    AWESOME.. Great stuff. Map is amazing!

     

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