Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 05/24/2015 in all areas

  1. 4 points
    DEZ

    [feature request] ground boost

    Hi everyone. For the recent time there has been a lot of innovations in Reflex aimed at newbie players. But one needs to not forget about advanced players. I wanna bring back those good old times when CPMA wasn't "all about aim + a bit of map control", but also movement. So that's why I'm gonna propose to add the ground boost. I'm not defrag pro and I don't have an ideal technique therefore my performance is ordinary, but the idea of it is quite clear. q3df.org Groundboosting in the code
  2. 3 points
    A. Benz

    0.34 - Reflex goes Alpha!

    I hope people understand that a game needs a distinctive, continious art-style. Liking it is another point. Allowing the community to do all kinda stuff ... things might get out of hand very fast. Certain standards need to be kept etc. etc., Dota2 is doing a good job in that regard for sure. Let Electro do his thing.... afterwards we will see. If it sucks, it sucks. If not... great . So far we haven't actually seen anything ingame, besides some new models. Regards
  3. 3 points
    JS3

    [feature request] ground boost

    the movement mechanics are advanced enough imo. the game isn't quake, we don't need to keep cloning features from quake, especially ones that offer no depth to gameplay
  4. 2 points
    def

    #dp_one [EU]

    INFORMATION / SIGNUP HERE ----------------------------------------------------------------------------------------------------------------------------------------------------- This tournament will be starting Saturday June 20th, 2015 June 27th, 2015 @ 3:00pm CEST This is a double elimination tournament, Best of 3 through out all of tournament until the finals obviously is best of 5. If lower bracket champion goes against winner bracket champion in order to win the WHOLE tournament the lower bracket player MUST win 2 best of 5's. Cointoss for first pick. Also the picking map format is: Drop-Drop-Pick-Pick-Decider if 1-1 ( for best of 3's ) Finals picking format: WB winner: Pick - LB winner: pick - WB winner: pick - LB winner: Pick - WB winner: pick Obvious tournament rules, if you have any questions come to #dp @ quakenet.org for assistance.In order to set up games properly I do ask players idle #dp or #reflex @ quakenet.org on mIRC, if you do not have mirc you can use this link to join the channels.https://webchat.quakenet.org MAP POOL:/ / / all maps in one file: soon This map pool is different, coz i wanted people with great but almost unknown maps to give a chance! PRIZE POOL: 1st - 60€ 2nd - 30€ 3rd - 10€ Donations go to this Paypal: i will collect donations from EU and NA and make a fair pot for both ******** Big thanks for all the people that donated!! I really appreciate it, hope you enjoy the tournament ******** 1) tehace: 20$ 2) sensit1ve 25€ 3) zybba 50€ 4) gangland: 20$ 5) newborn: 120$ AUD ​6) AZK: 10$ TOTAL: ? - THANK YOU SO MUCH EVERYONE THAT DONATED YOU ARE THE BEST!! THANK YOU TURBO PIXEL STUDIOS AND ALL MAPPERS OUT THERE FOR THAT AWESOME GAME AWESOME COVERAGE GRANTED BY PHGP ! ALL MAPS READY FOR PRACTICE AT ALL PHGP AND TURBOPIXEL SERVERS <3 GOOD LUCK! Hype-man: sane :-D <3 special thanks to xzy, visual artist b0$$ <3 :-D PS: presuming the no-timers callvote update will be present, the matches will be with NO TIMERS!
  5. 1 point
    chronokun

    Q3 .map -> Reflex .map converter

    It's still pretty rough and doesn't do alot of things (entities, patches, etc.) but seems to work well enough for basic usage so might come in handy. https://www.dropbox.com/s/bf0t5gtk0wku8lx/Q3ToReflex_r14.zip?dl=0 Usage: Run from command line Q3ToReflex.exe [input].map [output].map [switches] Available switches are: -nopatches -notrigger -noclip -allcaulk -tessfactor [1-7] -texscale [scaling factor] Update: also on github: https://github.com/chronokun/Q3ToReflex Other tools: https://www.dropbox.com/s/prmdko6s59jlwma/ReflexToQ3_r6.zip?dl=0 https://www.dropbox.com/s/q5jmied69d2a193/ObjToReflex_r4.zip?dl=0
  6. 1 point
    Spannzer

    HUD Feedback Thread!

    Post screenshots of your in-development HUDs and get feedback! If you are posting a complete HUD please provide a download link :> I'll get us started with a little something I made: I wanted a HUD that I can clearly see in my peripheral vision, something without small numbers that I would have to actively look at to see what the values were. Download: https://www.dropbox.com/s/ilqmewgxwzbpbiq/SP-HUD%20RFX.zip?dl=0
  7. 1 point
    I've started working on a framework to make writing options easier. I'd have called it Widgets, but the name was already taken The core idea is to have containers which can hold gadgets (including primitive options UI elements and other containers) and can calculate their own size. Then instead of having to calculate x and y coordinates manually, it can be automatically laid out. Additionally, containers return the input values of their nested elements in an easy to use manner, and can be given optional smart functionality to process aggregated values before returning them. Features: -Automatic layout. -Easy extraction of values. -Can optionally specify padding and alignment to fine-tune layout. -Easily extensible by both composition and inheritance of existing elements. -Programmable, gadgets can be controlled by external code. Allows for simple animation and more complex behavior. -Extensively documented. Up to date code for the library, along with a simple test widget, can be found here (you'll need to download both the Utils and OptionsGadgets folders). Supported gadgets: ​Containers: -VerticalContainer -HorizontalContainer -FreeContainer -TabbedContainer -TableContainer Basic gadgets: -EmptyGadget -UiEditBoxGadget -NumberEditBoxGadget -UiSliderGadget -UiButtonGadget -UiButtonVerticalGadget -UiCheckBoxGadget -UiComboBoxGadget -UiScrollSelectGadget -UiColorPickerGadget -TextGadget (supports text formatting) -TextBoxGadget -DividerGadget -BindGadget Advanced gadgets: -ToolTipGadget -EditableSliderGadget -RadioButtonGadget -TogglableButtonGadget -SimpleColorGadget -DrawableGadget -HideableGadget -CollapsibleGadget -ScrollableGadget -ConVarGadget (automatically updates convars) -OrderingGadget (drag and drop to order a list) -WindowGadget (can be opened and closed and moved) -OkCancelWindowGadget (ok to save changes, cancel to discard) If you find any bugs, contact me and I will try to get them fixed. An example widget using the code: -- KeredOptionsGadgetTest -- Author: Kered13 require "base/internal/ui/Kered13/OptionsGadgets/OptionsGadgets" require "base/internal/ui/Kered13/Utils/ConVars" require "base/internal/ui/Kered13/Utils/Utils" require "base/internal/ui/reflexcore" KeredOptionsGadgetTest = {}; registerWidget("KeredOptionsGadgetTest"); -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function KeredOptionsGadgetTest:initialize() consolePrint("Initializing KeredOptionsGadgetTest..."); -- load data stored in engine. self.userData = loadUserData(); -- ensure it has what we need CheckSetDefaultValue(self, "userData", "table", {}); CheckSetDefaultValue(self.userData, "str", "string", "foo"); CheckSetDefaultValue(self.userData, "num", "number", 10); CheckSetDefaultValue(self.userData, "bool", "boolean", false); CheckSetDefaultValue(self.userData, "check", "boolean", false); CheckSetDefaultValue(self.userData, "combo", "string", "One"); CheckSetDefaultValue(self.userData, "scroll", "string", "A"); CheckSetDefaultValue(self.userData, "color", "table", Color(145, 20, 190)); CheckSetDefaultValue(self.userData, "radio", "number", 1); fixedCreateConsoleVariable("test", "string"); self:defineDrawOptions(); end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function KeredOptionsGadgetTest:draw() TextGadget(toString(self.userData)):draw(-700, -200) end -------------------------------------------------------------------------------- -- Using this function, which is only called at initialization, to create the UI -- gadgets allows us to carry gadget state over from frame to frame. -------------------------------------------------------------------------------- function KeredOptionsGadgetTest:defineDrawOptions() local user = self.userData; local tablePage = TableContainer( { TextGadget("Sample"), TextGadget("More samples"), }, { TextGadget("Another row"), TextGadget("With longer text"), } ); self.window = OkCancelWindowGadget("This is a window", ConVarGadget("test", UiEditBoxGadget(200):setValue(ConVars.test or ""))); self.optionsUi = TabbedContainer( {"First", VerticalContainer( TextGadget("Hello"):setStyle({fontSize=40, fontColor=Color(255, 150, 0, 128)}), TextGadget("World"):setStyle({fontFace=FONT_TEXT2_BOLD}), DrawableGadget(200, 200, function() self:draw() end):setClipOutOfBounds(false), {1, UiScrollSelectionGadget({"A", "B", "C"}, 150, 75):setValue(user.scroll)}, FreeContainer( {{x=0, y=20}, TextGadget("Label:"):setWidth(100)}, {"editBox", {x=20, y=0}, UiEditBoxGadget(100):setValue(user.str)} ):setHeight(100) ):setWidth(500)}, {"page", "Second", VerticalContainer( {"slider", EditableSliderGadget(400, 80, 0, 100):setValue(user.num)}, EmptyGadget(0, 100), HorizontalContainer( {"checkbox", UiCheckBoxGadget("A checkbox."):setValue(user.check)}, {"button", ToolTipGadget("This is a tooltip!", TogglableButtonGadget("Button", nil, 100, 40):setValue(user.bool))} ), {"combobox", UiComboBoxGadget({"One", "Two", "Three"}, 80):setValue(user.combo)}, ScrollableGadget(200, VerticalContainer( {"radio", RadioButtonGadget({"One", "Two", "Three"}):setValue(user.radio)}, {"colorpicker", CollapsibleGadget("Color (click to open):", UiColorPickerGadget():setValue(user.color)):setOpen(true)} )) )}, {"Third", VerticalContainer( tablePage, TextGadget("This is multi-\nline text."), TextBoxGadget(200, "This is long text that will be wrapped by the text box. It has a " .. "veryveryveryveryveryveryveryveryveryverylongword. And a bit more text."), UiButtonGadget("Show window", nil, 140, 40):setOnValueChange(function(value) if value then self.window:setVisibility(true); end end), self.window )} ); end ------------------------------------------ ------------------------------------------ function KeredOptionsGadgetTest:drawOptions(x, y) local user = self.userData; local result = self.optionsUi:draw(x, y); user.scroll = result[1]; user.str = result.editBox; user.num = result.page.slider; user.check = result.page.checkbox; user.bool = result.page.button; user.combo = result.page.combobox; user.radio = result.page.radio; user.color = result.page.colorpicker; saveUserData(user); self.optionsHeight = self.optionsUi:getHeight(); end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function KeredOptionsGadgetTest:getOptionsHeight() return self.optionsHeight; end
  8. 1 point
    odjawb

    Aztec remix for FFA

    Decided to go ahead and release this map into the wild. Had some pretty fun FFA matches with friends and they told me to release it how it is. Feedback is appreciated! screenshot - http://i.imgur.com/FYj1TRB.jpg DL link - http://www.dropbox.com/s/smjcnpndnz21afx/aztecffa.zip?dl=0
  9. 1 point
    Stalast

    [feature request] ground boost

    >race mode aimed at newbie players
  10. 1 point
    wallen

    #dp_one [EU]

    Updated maps are on my server [DE] THE HAXAN CLOAK 89.163.222.83:24552 as well.
  11. 1 point
    LoNeZiLLa

    0.34 - Reflex goes Alpha!

    Does anyone who dislikes the art know anything about marketing, or do you just dislike the art? Proper reasoning, along with some actual statistics backing your claim would be nice. I'd like an intellectual debate on this subject, rather than the meaningless stuff that I've been reading.
  12. 1 point
    arkore

    Q3 .map -> Reflex .map converter

    As a programmer myself, I understand this statement completely. But, I would say let it go. This isn't the type of project that warrants the extra work for making the code clean, correct me if I'm wrong. I suspect it will hardly be maintained in the future, or by anyone else. Congratulations on reaching version 12 of the tool.
  13. 1 point
    apheleon

    Speedometer Gauge Example

    I've created a new widget that draws a gauge for your player speed. You can grab the widget at here Let me know what you think! You can find some configuration options in the Lua file, like changing the maximum speed on the gauge.
  14. 1 point
    chin_0k

    Mixing things up occasionally.

    I'd like that. We're far away from a game so why not experiment juggle around with some ideas. there could be some interesting things that could work quite well.
  15. 1 point
    Soulmarine

    [Q3A] REFLEXGROUNDS [WIP]

    Check out my vision of Q3dm6... I call it "REFLEXGROUNDS" More info on my webpage
  16. 1 point
    BlueScreenJunky

    0.34 - Reflex goes Alpha!

    I think the problem would not be in the case of a user submitting his own texture (then what you propose would work), but rather a user submitting textures they don't own in the first place,
  17. 1 point
    Electro

    0.34 - Reflex goes Alpha!

    1 to 2 days to model and texture a weapon? Interesting... Let's try schedule that time, I'll go with 1 day. Double each number if you think it should be 2 days. Blockout - 1 hour High poly - 1 hour Low Poly - 1 hour UVs - 15 mins Baking - 15 mins Texturing (PBR, albedo, metallic, roughness, normals) - 1 hour Rigging (hands, moving weapon parts) - 15 mins Animation - 15 mins Particle effects and associated textures and materials - 1 hour Sounds - 1 hour Hooking it all up in code - 30 mins 3rd person version - 15 mins Decals - 5 mins 1 handed while heating up food LODs - 5 mins, use garbage converter to turn mesh to random mess, eating now prepared food Character animations - 15 mins, still trying to eat, could be faster if I could eat quicker Done! Extra 15 mins for concept if that isn't done. Spend no time coding shaders or anything else, code makes itself. All the development is done with 2 people, but what do I do with my time. If you can make a full next-gen environment in 1 to 2 weeks, I'd LOVE to see it. You should also be hired by a AAA studio instantly. UT4 guys have more developers and all their weapons aren't done, wonder what they're doing with their time. For reference, high poly versions of weapon models actually take a week or more. 1 day for everything seems correct. pls..
  18. 1 point
    enVme

    0.34 - Reflex goes Alpha!

    I am enjoying the textures, and if done properly everything can have quite a different look to it... looking forward to future updates
  19. 1 point
    For anyone interested in how I did the animations for both PHGP and REFLEXRUN HUDS you should check out this lib right here: https://github.com/kikito/tween.lua That's what I used for tweening as it has A LOT of easing functions and makes everything look really organic. I have added a bit to it like delays and stuff(which you can find here on RR github) Btw, example of animations: (I used mostly the elastic tweening there)
  20. 1 point
    Decided to throw this on for anyone looking for a easy way to do some interpolation / animation stuff it's not perfect, but it's a simple example of how you can do lerp / interpolation over time. Install: copy to notepad(or your favorite text editor) save as simpleAnim.lua(or what ever file name.lua) save the file under your <steam>/reflex/base/internal/ui/ folder, i suggest creating a sub folder for custom lua otherwise sorting out the random files you will not be fun. require "base/internal/ui/reflexcore" simpleAnim = { timer = 0, direction = 1, }; registerWidget("simpleAnim"); function simpleAnim:draw() local textSizeStart = 80; --'Starting text size' local textSizeEnd = 100; --'Ending text size.' --'lerp(start, end, modify by) -- result = a value between start/end * modify(a value between 0 and 1) -- so. 80/120 * 0.5 = 100 text size.' local lerpedTextSize = lerp(textSizeStart, textSizeEnd ,self.timer) --'set the lerped value to size/positions/colors(you will need to lerp color.r/b/g/a)' nvgFontSize(lerpedTextSize); --'ok, heres a color example bonus' local color1 = Color(255,0,0,255); local color2 = Color(0,0,255,255); local lerpedColor = Color(0,0,0,0); lerpedColor.r = lerp(color1.r, color2.r, self.timer); lerpedColor.g = lerp(color1.g, color2.g, self.timer); lerpedColor.b = lerp(color1.b, color2.b, self.timer); lerpedColor.a = lerp(color1.a, color2.a, self.timer); --'this little bit will just make it run from start to end, then end to start and repeat. --if you want to run it till end and stop you will need to write logic for that.' if self.timer >= 1 then self.direction = -1 elseif self.timer <= 0 then self.direction = 1 end -- 'deltaTime is the time between frames(this is not perfect but will work fine for this). -- and returns a value back as a float. -- (deltaTime * self.direction) that direction value earlier with 1 or -1. -- it will control the direction. so, deltaTime * 1 = 0.033333, deltaTime * -1 = -0.033333 -- resulting in a loop with the simple if/else statement above.' self.timer = self.timer + (deltaTime * self.direction); --'Just drawing it now.' nvgFontFace(FONT_HUD); nvgTextAlign(NVG_ALIGN_CENTER, NVG_ALIGN_MIDDLE); nvgFontBlur(0); --'useing the color we lerped above.' nvgFillColor(lerpedColor); nvgText(0, 0, "Animated Text!"); end
  21. 1 point
    jjjuho

    New weapon concepts!

    These designs look rather copy&paste instead of creating something aestically beautiful and logically functional. Plasmagun looks especially terrible, rocket launcher seems fine and the two other are rather generic. If your artist has never done concepthing of weapons I think you should hire proper 2d artist to do some fast sketches and develop a "design language" for the game. Your artist can then visualize 2d concepts and bring them ingame. Same goes for character design, you cant just throw some stuff together and hope it works, you need to have clear vision and understanding of what to do and why. Hopefully you open steamworkshop soon so artists can start creating custom weapon models, map editor assets and other stuff that will make game awesome. [edit] What comes to artstyle you are choosing: If I was you I would aim for semi-realistic / semi-cartoony look, because ur engine aint really UE4 or even unity5. Trying to be realistic and failing at it will just make game look cheap to people not familar with gameplay. If realism isnt possiblity rather choose artstyle that is visually appealing and dont even try to be realistic, but only pleasing to eye. [edit2] Also I think its rather weird that you add all sorts of pipes and stuff that doesnt really help any mapper to create beautiful maps at this point. Rather give them proper textures and control to materials. If it seems like its too big of to deal to implement to your current mapping engine, allow creating maps in some 3d software like blender. I see no reason to re-create tools that we already have. Ingame editor is great for sketching, but I bet any real artist would pick real software over it anytime no matter how much hours you put in it.
  22. 1 point
    Electro

    Speedometer Gauge Example

  23. 1 point
    Bonuspunkt

    JumpWindow

    Displays the 400ms DoubleJump window visually as growing bar over time with a nice top and bottom black line require "base/internal/ui/reflexcore" local config; JumpWindow = { draw = function() local player = getPlayer() if not player then return end -- loading config if not config then config = loadUserData() or {} end -- calculating values local width = config.width or 20 local halfWidth = width/2 local barWidth = width + 20 -- calculate height local jumpTimer = player.jumpTimer if jumpTimer >= 400 then jumpTimer = 0 end local barHeight = jumpTimer * 0.5; if jumpTimer > 0 then nvgBeginPath() nvgRect(-halfWidth, 100 - barHeight, width, barHeight) nvgFillColor(Color(255,255,255)); nvgFill() end nvgFillColor(Color(0,0,0)); nvgBeginPath() nvgRect(-barWidth/2, -100, barWidth, 2) nvgFill() nvgBeginPath() nvgRect(-barWidth/2, 100, barWidth, 2) nvgFill() end, drawOptions = function(self, x, y) if not config then config = loadUserData() or {} end if not config.width then config.width = 20 end uiLabel("Width:", x, y); config.width = math.floor(uiSlider(x + 80, y, 200, 1, 120, config.width)); config.width = math.floor(uiEditBox(config.width, x + 290, y, 80)); saveUserData(config) end }; registerWidget("JumpWindow"); put the file into <steam>steamappscommonReflexbaseinternaluibonus and configure it through the new widgets menu (options -> widgets)
  24. 1 point
    Gilanguar

    HUD Feedback Thread!

    Still very much work in progress, the colours on the top bar need to be fixed and possibly reshuffled in some way but i'm working towards a spectator UI for casting.
  25. 1 point
    reverb

    cpm22rmx

    Being an unofficial remake it almost certainly has less accurate proportions than the remakes of 3a and 1a; if we can have a remake like those officially, it would be much better. None of the maker(s) have gotten back to the team about rights though, so we'll see. Preacher created the QuakeWorld original; the Hubster retextured/relit/redid some items for hub3aeroq3, then he redid the whole geometry, scale, theme, and reinserted QW item layout for cpm22, the cpm official version. The QL version is a hybrid of both versions, with the geometry of cpm22 and many small details + the texture theme of hub3aeroq3. We don't want to be another Quake clone with only Quake/other maps remade and played, to my knowledge the 3a and 1a remakes won't be included later on, the aim is to have all original maps. I am all for this. These maps certainly are classic, but are incredibly old and experienced Quakers have a huge edge over people coming from other games or noobs. Fresh content, especially in maps, is always awesome.
×