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Showing content with the highest reputation on 03/09/2015 in all areas

  1. 5 points
    There should only be 1 competitive ruleset.
  2. 2 points
    please, please, please, join. join even if you suck balls. the spirit of the community, and of the game itself, is to try to win and partecipate. being really bad is not a problem, because: 1) if you join, you get in the habit of playing competitions. 2) you will never win if you can't accept not coming first on your first tournament. 3) nobody will make fun of you when (not if) you inevitably fail. 4) there are no downsides to playing and only upsides. i hope for reflex's community to be one that wants people to be good, not one that wants people to be bad. like "some other game i play", where if you beat anyone, it's a shitstorm, and raging flames, because HOW DARE YOU BE BETTER THAN ME. instead lets move towards "well done, you managed to beat me", or "well done, you tried your best". of course, this only applies to people actually in australia / asia pacific. i'm not asking anyone to play with 300ms. me, i can't even play because i'm w/o internet for the next two weeks. crap.
  3. 2 points
    Electro

    is 'brush work' useless?

    Brushes are essential as they're the only thing we are doing collision on. For instances/prefabs containing models that are of substantial size and intended to have collision, this will be created with brushes. There are a few reasons for this, a few including: Don't want lots of models getting in the way of gameplay The collision data needs to be known for both server and client, keeping this to mostly brushes and VERY few prefabs that end up being embedded for the server/map size to be small We also do things internally for performance on brushes only for example. We don't do a full bsp tree style PVS, but it's good practice to think of brushes as visual blockers, because they do work this way for some elements of the tech. Think of brushes as the underlying core of the geometry, and models being visual enhancements that are stuck on top. NOT constructing levels purely with models. The intention is to be able to gradually add to this initial library based on what we need, and what would be great for the majority of the community to be able to work with. We want to be able to grow it with you all
  4. 1 point
    tehace

    is 'brush work' useless?

    Seeing how things are done on the recently released for free UE4 engine I wonder if we're going into somewhat similar path. Here is their level design overview - https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/LevelDesign/index.html If I understand this correctly all current maps for reflex are on the 1.1 prototype pass stage. Here is a video of UE4 assets - and as far as I understand it you replace all that basic geometry with 'static meshes' in what they call meshing pass - https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/LevelDesign/2/index.html so my question is are we going to get this kind of 'lego blocks' assets we can put together and use in our levels or are we rather going to stick with what we can make with brushes.
  5. 1 point
    bully

    Reflex Garbage Cup

    Modifications: Hey everyone. This weekend's inaugural bout went over pretty well, though I do know that there are some things we need to fix. First of all, I'd like to thank everyone who was a part of the cup, especially the staff of ArenaFPS. You guys really made the tournament exist on a higher level, and I really appreciate everything, from collecting users in the twitch chat to commentating and uploading videos. I know there has been discussion about going Bo1, but I don't think players get a true chance to test their skills against one another in a Bo1 situation. Whether it's poor map choice or a pop-up in the middle of a match, players should have the opportunity to make a come-back after a humiliating defeat, which has me conclusive in my Bo3 decision. There was also concern that no one was going to stay tuned and continue playing for 9 weeks. While I understand your sentiment, I'd like to think it is possible for someone to make it to a majority of the events. Since the winner is the player who accumulates the most wins overall, someone who truly wishes to be deemed the Lord of the Landfill will make it a point to show up and compete every week, or at least every week they are able to. Not only does this set up a routine that gives everyone a set time to get their Reflex on, it also allows people to jump in a drop out of the tourney based on their availability. Since this is an online tournament, it's fundamentally different than a regular tourney. In an RL event we would take a day or 2 and play through all of the matches, crown a victor, and be on our way. Because this is the first cup, and because there is so much space between all of the competitors, we are doing the best that we can. This is more like a league, so it seems, with a winner being decided at the end. I have gotten a lot of questions concerning people who either dropped out of the tourney or forgot they were competing and didn't show up. At the end of these 9 weeks, once the bracket is complete, we will calculate wins and losses per MATCH and deem someone Lord of the Landfill. What this means is that players can jump into or drop out of the tournament at any time. I'm not sure how we'll work out the bracket, but I'm going to be playing around with Challonge today to see if it's possible to set up what I'm trying to do. If anyone has suggestions, please send me a PM or reply to the thread. Again, thank you everyone who is, has been, and will be involved with this cup. Already I have seen people working hard to improve their skills, and I hope we can stick together for long enough to really watch each other grow. Oh yeah, and as far as a map pool, I was thinking of this: cpm3, cpm22, thcdm13, thct1, bdm3, dp5, dp4 This is every map the game comes with except for cpm1, which I cut out simply because I don't see people playing it as often as the others. If anyone would like to modify this pool, please PM me or let it be known in this thread. I will adapt the map pool for this week only. After this weekend's tourney, the map pool will be set for the rest of the cup. Plans for the future: Restructure the Bracket to display what occurred during the tourney Use this tourney as a seed to place people into a Garbage Invitational Tourney
  6. 1 point
    Holi

    0.32.1 Spawning Glitch in Arena

    I briefly spawned upside down and then got flipped the right side up when I played arena yesterday and I haven't seen any mention on the forums yet, pretty sure this isn't intended and I'll be happy to try and catch it on video if needed
  7. 1 point
    tehace

    thcdm14 - 2v2 WIP

    download - thc333.com/reflex/thcdm14.zip map is on my PL host - connect game.thc333.com Looking for feedback mostly on item placement. If you can grab your friends and give it a go and share your opinion it would be greatly appreciated, its already like 7th version due to all the feedback I got so far. Here is a gameplay video instead of screenshots, map looks kinda crappy atm just basic styling to have a gameplay going. +here is a weird 1v1 version with different item combination wihtout a quad ;p some people actually liked a bigger map in 1v1 so I guess you can have a look. thc333.com/reflex/thcdm14a.zip
  8. 1 point
    tehace

    thcdm14 - 2v2 WIP

  9. 1 point
    AEon

    is 'brush work' useless?

    tehace, the trick will be to have the brushes "combine" to form a mesh, so that you have the advantage of building them in-game, but also the advantage of mesh-based optimizations once they have been created. In Q3A you can build something using brushwork and then compile it to become a ASE model. All slightly clunky. You then import that model just as if it had been created with e.g. Blender, but in fact it was created in Radiant. Alas that model cannot then be edited (easily), but your source .map file for the mesh still can. So its a matter of what work flow can be implemented and how much effort has to be put into "each" path. Side note: Technically all the differentiation between meshes, brushes, models etc. is actually pretty arbitrary and seems to derive from engine limitations or GPU limitations that had to be overcome by using some "trick"... meshes, brushes, terrain etc are just tris... so it would really be best to treat them all the same way. But I may be naive here... if it was simple to do, it would have been done... Alas, I do not have the overview of how modern engines work and what might be possible. From what I gathered over the last few years: You need to know how to use a modelling tool to add detailed geometry to most modern games... and I was never a fan of modelling tools. Recently I looked into Blender... that experience was so so... But who knows, should Reflex easily support ASE or some other model format, I might start to use Blender as a tool to create such mesh content...
  10. 1 point
    byce

    [Poll] Additional Hardcore mode for 1v1?

    It's interesting that these changes that make a negligible difference to the overall gameplay to me make such a big difference to other players that they might like to see a totally different mode that incorporates them. Anyway, you wanted comments as to why we wouldn't like to see this, so: I really don't want to see the game become bloated by having more than one set of rules/physics/etc. This fragments the player base and everyone would have less people to play with because of it.
  11. 1 point
    Gilanguar

    Reflex Garbage Cup

    Haha, that videos great. I'll organise things a little better for the next event on the casting and streaming side of things, but hopefully most people enjoyed it. I think the organiser is going to set up things a bit better on his side too. Bear in mind that the organiser had never run a tournament before and we'd not streamed one before either, it should be much better after a few weeks when things get much more streamlined. As to Stalast, we were taking jabs at everyone so don't feel personally picked on as the video from ncla shows. In a non highly competitive tournament the casting can only really just be for entertainment and part of that is making fun of the players. Casters generally support the underdog and you were dominating the other guy so we we're bound to poke fun at you. Garbage is a pretty subjective term you are right and currently there needs to be more tiers than just the likes of HAL_9000 in the EU reflex tournament and then the garbage cup which is meant for new/not very good players. Hopefully in the future there can be more tiers of tournaments available and you can play against people on a more similar level. I'd really like to see the devs implement some kind of elo or ranking system in the not too distant which would make organising lower tier tournaments much easier. As for the server, the ping was unfortunate for the US guys but on the US server the ping for ncla was over 200 which is pretty much unplayable. If there's a East Coast server we can use that would be nice. I quite liked the BO3 format quite a few series were pretty close and benefited from going to a 3rd game, although we could probably run some matches on and off stream to speed things up. It depends if people enjoy watching the other people play on stream or just want to play their own series then bugger off, feed back on that would be good. Finally for the map pool hopefully Bully can lay down 4-5 maps as a standard for the tournament.
  12. 1 point
    A. Benz

    0.32.1 - Explosion proof walls

    You guys are arguing on a weird matter though. Why don't you ask yourself 1 question: is the new MH helping the gameplay or not? The gameplay...in terms of: are duels more fun to play now? Does the out-of-control player have more options now? That's the only question that matters. Something being "too complicated" is just a matter of learning things. No one goes playing Dota2 ....to complain about Invoker having "too many" spells and it's "too complicated". Complexity is what's making games fun to play. Although i fear that RIGHT NOW, it's not obv. enough when MH starts to respawn. For new players. But then we will land at "MH timer on HUD" at some point ...and the crying begins. As soon as the MH-respawn is more obvious (to new players), it'll suddenly not be complicated after a while. It's just a matter of learning something...just like they will have to learn all the movement. Suddenly the MH being "too complicated" is where we draw the line? Please....
  13. 1 point
    newborn

    0.32.1 Spawning Glitch in Arena

    Its okay, it's a known bug
  14. 1 point
    newborn

    Custom Gametype Integration

    We're actually going to be careful not to over-saturate the scene with game modes. Short term, we're aiming at: 1v1, TDM and FFA as "competitive" modes* Arena modes as "casual" modes** Race and Freestyle as "movement" modes. These 3 groups are important as historically, they've always been the "sub-scenes" within a game. Although players will dabble in other modes, most people stick to playing modes of whatever type they prefer. For example, I was always a competitive player in Q3/CPMA and rarely played Rocket Arena or Defrag. I know a lot of Defrag players who don't play anything that requires shooting and a lot of Arena players who have no interest in the higher level play of the competitive modes. And that's fine. Forcing someone to play modes that they're not interested in isn't actually good for the scene. Yeah, they *might* suddenly realize "Wow, TDM has this whole level of depth and excitement I never found in ATDM" but they're more likely to just get bored/raged and stop playing altogether. Once the scene has grown though, it's really not a problem how many modes we have, as long as they don't suck. Remember, technically all you need is 10 active players per mode, per region, 24 hours a day and you'll never be stuck looking for a game. If we can't manage 100 concurrent players per region, it's time to gut the gameplay and start again because the problem won't be too many modes, the problem will be "our game is shit". And I suspect we've already got close to that many people concurrently refreshing the server browser waiting for someone else to make the first move * FFA isn't actually intended to be a competitive mode and will be bumped by CTF later on. ** You don't need to be offended if I just labeled your favorite mode "casual". It's a design classification, not a value judgement of you personally*** *** You filthy casual.
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