Electro

Reflex 1.1.0

26 posts in this topic

Hi person(s),

Wen is now.

Here's your log of changed things.

 

Art

  • Effect optimisation: burst impact, increased spark gravity, reduced number of sparks by 20%, better spark orientations, reduced spark length, increased spark width
  • Effect optimisation: rocket explosion, redcued number of sparks by 33%, reduced spark lengths,  better spark orientations
  • Effect optimisation: blood particles duration now 1.5 seconds (was 2.0 seconds)
  • Removed ribbon trails off plasma eject cases
  • Shell casing duration reduced from 10 seconds to 5 seconds (making it a max of 10 casings laying around per person for 5 seconds of sustained fire)

 

Cosmetics

  • Modified Jaguar head to reduce clipping
  • Added Plague head
  • Added Bunny Head
  • Added Turtle Head

head_bunny_sml.pnghead_plague_sml.pnghead_turtle_sml.png

 

Maps

  • Furnace (dp5) has had an art pass
  • Fixed name for Stage 1 Combat
  • Changed name for Stage 2 Combat to follow the same convention
  • Aerowalk update: now in sync with workshop version for match making (previous clip fixes)

map_dp5_b_sml.png

map_dp5_a_sml.png

Code

  • Added Announcer - He says things about the match and things you do
  • Greatly improved performance of client-side particle collision
  • Added map editor sun enabled property
  • Added cl_weaponcycle to UI
  • Teleporter meshes now appear in the content browser
  • Fixed post-fix string issue on date formatting
  • Fixed issue where bridge tool would fail when two source edges (from different brushes) were identical
  • Increased max length of addon description
  • Fixed case sentitivity lua error when calling callWidgetDrawOptions() or callWidgetGetOptionsHeight() with incorrect case (would break Menu.lua if clicking on addon with same name as widget, but different case)
  • Fixed flicker when selecting addon/widget in menu, selection is now drawn next frame (after filtering occurs)
  • Players no-longer suicide if they change to the team they're already on (important for master server drop-in on team games)
  • Changed MM disconnect hover info from "Disconnecting will count as a loss, and you will incur a time penalty" to "Disconnecting will count as a loss" as we don't give time penalties anymore
  • Sounds in these effects are limited to max length of 3 seconds:
    • internal/items/armor/armor_green_pickedup.effecttxt
    • internal/items/armor/armor_red_pickedup.effecttxt
    • internal/items/armor/armor_yellow_pickedup.effecttxt
    • internal/items/health/health_50_pickedup.effecttxt
    • internal/items/health/health_mega_expire.effecttxt
    • internal/items/powerup_protect/powerup_protect_pickedup.effecttxt
    • internal/items/powerup_quad/powerup_quad_pickedup.effecttxt
  • Shotgun low ammo warning is now at 5
  • Added Gamma Slider and r_gamma
  • Dropped weapons (i.e. backpacks containing ammo) are now pickup-able when you have full ammo of the dropped weapon type (and can utilize the ammo).
  • Team spawns: We no-longer favor spawns that have friendly's near by. An enemy have rough-los to a spawn will now fully block it from being used.(note: If all spawns have rough-los from am enemy, it falls back to distance-bias based spawn.)
  • If you disconnect mid MM game via console, it will now correctly remove you from MM queue (this also catches case when connection is interrupted)
  • If you disconnect post MM game via console/menu, it will now correctly remove you from MM queue
  • cl_predict_items now defaults to 0

 

Matchmaking

  • Full MM ladder now shown
  • Added drop in/out for casual modes
  • Match history now can be filtered by player
  • Doubles earns 15 CP, CTF earns 20 CP
  • Losers now receive 20% CP reward
  • added matchhistoryraw/ for importing to your own databases
  • Competitive MM unavailable below level 15
  • Added 'Proving Grounds' playlist - Thread Here

 

 Lua

  •  Replay editor now hides with cl_show_hud
  •  TeamHud: fixed an error due to clients disconnecting
  •  Fixed issue where widget selection wasn't being applied properly
  •  Added AccelMeter widget

map_dp5_c_sml.png

S°I, TornadoStorm, Kyto and 38 others like this

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Great stuff, can't wait to see how the drop in/drop out functionality helps FFA and instagib games. Maybe they'll last for hours!

Flakx and Lorim like this

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Drop in/out system should keep the same server going after the map finished. Right now the server is turned into lobby server after FFA game ends, but as Sulit said in Discord, the server should cycle to the next map (after a map vote) keeping the existing players in the server. This is how CSGO matchmaking system works in casual mode, players are not kicked from the server after the map ends but they can leave whenever they want to.

TL;DR: Current drop in/out system is actually 'drop in, forced drop out'

goat head wen???

Grybzt, Jaguar, fogelmensch and 5 others like this

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1 minute ago, GoaLitiuM said:

Drop in/out system should keep the same server going after the map finished. Right now the server is turned into lobby server after FFA game ends, but as Sulit said in Discord, the server should cycle to the next map (after a map vote) keeping the existing players in the server. This is how CSGO matchmaking system works in casual mode, players are not kicked from the server after the map ends but they can leave whenever they want to.

TL;DR: Current drop in/out system is actually 'drop in, forced drop out'

Yup this is the best for casual, more seamless.

Grybzt likes this

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5 hours ago, GoaLitiuM said:

Drop in/out system should keep the same server going after the map finished. Right now the server is turned into lobby server after FFA game ends, but as Sulit said in Discord, the server should cycle to the next map (after a map vote) keeping the existing players in the server. This is how CSGO matchmaking system works in casual mode, players are not kicked from the server after the map ends but they can leave whenever they want to.

TL;DR: Current drop in/out system is actually 'drop in, forced drop out'

goat head wen???

Oh really? :( Haven't had a chance to test it today, that is really disappointing.

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9 hours ago, GoaLitiuM said:

Drop in/out system should keep the same server going after the map finished. Right now the server is turned into lobby server after FFA game ends, but as Sulit said in Discord, the server should cycle to the next map (after a map vote) keeping the existing players in the server. This is how CSGO matchmaking system works in casual mode, players are not kicked from the server after the map ends but they can leave whenever they want to.

TL;DR: Current drop in/out system is actually 'drop in, forced drop out'

goat head wen???

 

The intent is that, once a game finishes, it'll pop instantly (as the players are still all queued, with the added benefit you might pull extra players waiting in) and your map voting will start again. 

The only difference to just keeping same game going is, that you have to click "accept" before starting to vote map.

I do understand what you mean, this was our thinking behind the design however.

Flakx likes this

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10 hours ago, Flakx said:

why can't we queue for proving grounds and the normal map pool at the same time? I can't see an obvious downside.

We can't? Oh god, no one's going to queue for proving grounds then.

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Announcer sounds great. What might the voice actor's name be? Twitter, etc? Thanks!

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19 hours ago, Jaguar said:

Great stuff, can't wait to see how the drop in/drop out functionality helps FFA and instagib games. Maybe they'll last for hours!

Oh boy, you'll never sleep again!

Jaguar likes this

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