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Showing content with the highest reputation on 05/30/2015 in all areas

  1. 3 points
    aliasedfrog

    Crosshair for each weapon

    Have seen this referenced a few times but nothing posted here threw this together today for anyone interested. Widget -> Options. you can set what cross hair type, size and color for each cross hair (if your into that thing). Updated: 09/21/15 08/29/15 fixed no menu replay's causing options to bug out. 09/21/15 updated crosshair x/y/z defaults and fixed so it doesn't force it to defaults unless you set it in options. Source: http://pastebin.com/raw.php?i=ng2JrpRE Install: Save As, <steam>/<reflex>/base/internal/ui/<where ever (recommend a sub folder named custom)>/CrosshairWeapons.lua Launch game, go to: options -> widgets -> CrosshairWeapons -> Click visible. This is setup to work off the default cross hair widget. if you want to get it working with something custom feel free to message me and i'll take a look at it.
  2. 3 points
    Not sure where else to post this so here we go: I made a quick sound replacement 'mod' using some Q3 and QW sounds as I kind of got tired of the loud metallic robot noises. Credit for inspiration goes to gls over at http://www.twitch.tv/trankevin who made a more QW styled sound pack. Version at time of posting is 0.30.4 - 0.31.1 Here's the file: http://www.mediafire.com/download/5ajs80pwir3d887/qw-q3_sounds.7z (~6mb) You should be able to just unpack this in D:Steamsteamappscommonreflexfpsbase (the actual soundfiles are in 'internal' if you wanna go take a peek yourself, as you probably would rather mix and match yourself, tastes are different) Edit: as requested here's a backup of the original files, sorted by folders as well, should work if you just unpack it into internal: http://www.mediafire.com/download/zeracurq0ccdgzj/reflex_sounds_backup.7z (~16MB; should include all .wav files for completion's sake)Note that you can always verify game cache in steam, which will reset the game to vanilla everything. Be aware that this'll override your game.cfg, so make a backup of that! Manually created .cfg's are not affected. These sounds won't be overwritten when you update the game right now (possible sound engine rework in the future could change that).Another thing to note, some sounds have variations by default (most pickups do). You can delete those and the game will revert to using the main sound 100% of the time, but when the game updates it'll add those missing files to your folders, so you may want to go the extra step and duplicate the main sound to avoid that (I think I've done that for every sound in the pack I included, but you may want to watch out for that if you customize on your own) This is meant first and foremost as a PSA rather than a .wav dump. You can find all of these files yourself if you look around or own the respective games! Table of contents: - Q3 character sounds (I use crash for everything but hostile_fall_harder, that one's keel's fall sound) - Armor (GA and YA are vanilla, RA is Q3/QW as are shards)- Health (5,25,50 is Q3; MH is QW)- Quad is from Q3 (it sounds a bit shoddy, you might wanna fiddle with this or leave it out)- Item respawn from QW - Chat sound is QW/Q3, respawn is vanilla - Bolt rifle sound is Rail from Q3- Grenades are Q3 (QW alternative included)- Ion cannon is LG from Q3 (also a bit loud and shoddy, use at your own risk) (screw that, sounds really bad with the current sound engine, if you really want that sound you can find it yourself and then you have nobody to blame for your sudden onset of deafness and broken headphones but yourself)- Chain gun fire is Machine Gun from Q3 (impact sound is vanilla, the ricochets got annoying) (stopped working for me when plasma got introduced but I removed it anyway)- Rockets are Q3 (QW alternate fire sound included)- Q3 Hitsounds (Hit Beeps)- QW weapon pickup - QW teleport ('shwing') Enjoy. Disclaimer: The sound files are all owned by their respective copyright holders etc yada yada, this is not a Turbopixelstudios approved mod, use at your own risk!
  3. 2 points
    NO MORE VOTING!! THANK YOU FOR THE 81 PLAYERS WHO VOTED! FINAL MAP POOL IS BELOW! DP4 DP5 THCDM13 ( New Version ) THCT2 THCT7 ------------------------------------------------- GET READY FOR SOME GAMES SOON!!! PRACTICE THE MAPS
  4. 2 points
    fagn4h

    #dp_one - want to replace dp1?

    DP666!
  5. 2 points
    enVme

    Post your WIP screenshots!

    Some Good looking Wood
  6. 2 points
    Electro

    [dp4] abandoned shelter

    Going to be some good progress on this map soon Mark. My. Words.
  7. 1 point
    quartz

    Zoom Script

    http://images.akamai.steamusercontent.com/ugc/35245682309811881/CFF140ADA4A6A8AA5FB272F4D67325EF18F992E5/ GFY: http://gfycat.com/VerifiableTameGiantschnauzer Download: https://raw.githubusercontent.com/quartz55/reflexstuff/master/qz_zoom.lua Note: To install simply open the link, right click on the page -> save as, and save is anywhere inside the reflex base folder (preferably inside a custom named folder inside "ui") Heyo guys! Since I'm not as busy working on RR or the PHGPHUD I've decided to start creating some scripts/widgets/etc. for the community. This one is a simple zoom script with a lot of goodies and customization under the hood. You can check the screenshot for more info but here are the feature list: Bindable zoom key Custom zoom FOV Manual or automatic sensivity multiplier (meaning that if your zoom fov is 30% smaller than your default fov, then your zoom sensivity will be 30% slower too) Smooth interpolation between FOVs with customizable speed (aka animation) That's mostly all! Hope you guys enjoy it! As usual, feel free to provide any feedback/features you would like and bug reports
  8. 1 point
    chin_0k

    Post your WIP screenshots!

    a more abstract map. lots of unstraight angles and no clear room division. and Red Rails.
  9. 1 point
    the bar looks really cool! good job! i proposed this duel mode in irc once: the match isn't limited by timelimit, but by a second fighting-style healthbar, like the one you made. both you and your enemy have.. let's say 3000 "main health", but you spawn with your usual 100/0 and play like you usually do, just that the goal is to get your enemy's main health to 0 to win a round. bo3 wins the map. the two major differences would be: • DEALING DAMAGE HAS MORE WEIGHT ON MATCH RESULT example: match starts. both players pick up ga and rl. you hit one direct rocket, he hits two direct rockets and kills you, then stacks up again in 3 seconds with bubbles and armors, you spawn at 100/0. in classic duel: the rocket that you hit was almost "useless", because all it did was grant him the ability to deny you more items (armors and bubbles), the score is 1:0 against you now and your enemy probably has maplock in fighting style duel: you end up the same way, spawning with 100/0. your main health is 2830 now, your enemy's is 2930 (example numbers, didn't do the protection math). the rocket you hit had a bigger impact on the outcome of the game and you came closer to your goal. • NO MORE +BACK IN THE LAST 1-2 MINUTES BY THE "WINNING" GUY, WHILE OTHER GUY HAS MAPLOCK i seriously hate to see this. you spec a tense match and the underdog is gaining the upper hand slowly, working on his comeback, getting close... only to chase a +backing enemy for 1 1/2 minutes and still lose. the fighting style duel mode would make this tactic obsolete obviously, as you'd have to chase down your enemy until the end (0 main health), no matter which position you are in
  10. 1 point
    psy

    Seconds on the clock

    I know it's not a huge deal either way, but I don't see the point in removing a feature that is so easy to replicate in so many ways. You never know who is gonna have an overlay clock, or set an alarm on their computer to beep every minute, or have their phone on their desk with a timer on it, or listen to a 10 minute long song that they know well, so I don't see the point in creating that ambiguity. It would be like removing crosshairs; you never know who will use a drywipe marker or a sticky note to make a 'hardware crosshair', so you may as well just put them on and cut the bullshit.
  11. 1 point
    Raidakk

    some WILD ideas.

    Oh yeah, flak cannon is back.
  12. 1 point
    danskq

    pony island [dpfun] - FFA / Arena funmap

    Replace dp1 with this :D/
  13. 1 point
    Morgoth

    [dp4] abandoned shelter

    Beautiful map, I have probably played this map the most in Reflex and IT SHITS ON EVERY OTHER MAP.
  14. 1 point
    truck

    Will the item timers stay?

    What a terrible thread. Wow.
  15. 1 point
    Fastidious

    some WILD ideas.

    Most of those I don't like but this type of thinking is what I expected out of Reflex, not just a tweaked CPMA version. I hope we still get fundamental changes which drastically alter mechanics. I like your item ideas best I think. I could post up a bunch of crazy ideas too but until the developers actually show a real willingness to break out from the Quake/CPMA mold more it seems pointless. I like randomness a lot but it is very sensitive to how you use it. For instance randomness in roguelike level generation is great but randomness on match time or item spawn time is terrible. Instead of having a random time on the clock; I like ideas such as a 5 capture limit in CTF more. It is predefined so it is something you can plan for and around. Yet it still has the same effect as it will vary match times.
  16. 1 point
    FDA

    some WILD ideas.

    +1 for ricochet bubble gun.
  17. 1 point
    LoNeZiLLa

    #dp_one - want to replace dp1?

    DP6!
  18. 1 point
    Electro

    Reflex could have been...

    This. And have a portfolio proving it, with a senior art role in a high profile studio (because that's where you'd be if you could do it at AAA quality in that time). Talk is cheap, anyone can say and claim anything. If it's so little work and so quick to make everything for a fps with a couple of people, then why hasn't anyone done it? Even using already available engines?
  19. 1 point
    So now for the real question. Will this tournament have timers or no (callvote lockhud)?
  20. 1 point
    Amarios

    Amari_HUD release!

    Hi guys, I am new to Reflex but have always been a Quake III CPMA fan. I love the direction and the starting base for this game and will enjoy following its development. When I saw how much of the interface got exposed I couldn't wait to jump right in and start messing with everything. This is my ideal interface as I think it looks very clean and gives you a lot of information without overloading the screen. Screenshots: (Click to view full size) Download: Amari_HUD.rar (1.0 MB) Installation: Extract the "Amari_HUD" folder into your "+reflex_directory+baseinternalui" folder. Extract "Amari_HUD.cfg" into your Reflex's main directory. Launch the game, open your console, and type loadconfig Amari_HUD. Uninstallation: Delete the "Amari_HUD" folder in your "+reflex_directory+baseinternalui" folder. Delete "Amaru_HUD.cfg" in your Reflex's main directory. Open your console and type ui_reset to restore everything to the default settings. Features: Clean non-disruptive information. Health and Armor icon colored according to their current values. Low and empty ammo warnings in text. Timer changes color during 5 minute and 1 minute period. Timer plays 5 minute and 1 minute warning sounds (stolen from Q3). Mini scoreboard in-game (). Disabled death screen (ui_show_widget ScreenEffects 1 to re-enable). Removed redundant weapons on WeaponRack. TODO: Think of a better name for the HUD. Add ups, fps, and network information. Add sound effects for 5 minute and 1 minute warnings. Credits: Micalexan for their it pretty much started and inspired this. DraQu for their I used his edited version of MiniScores and learned how to hide the Melee and Stake Gun on the WeaponRack from looking at their HUD. Bonuspunkt for all of their lua scripts, they were very helpful and I highly recommend checking them out. If you have any feedback, suggestions, or any problems with the HUD feel free to leave a post below it's always welcome!
  21. 1 point
  22. 1 point
    enVme

    Post your WIP screenshots!

    Dig it definitely looks nice with all the detail.....you should checkout the version me and Sebben did: http://reflexfiles.com/file/190
  23. 1 point
    We've got quite a few great maps to choose from now, I don't think CPM22 or CPM3 should be included any more. Embrace the new stuff! Great to see another tournament by the way. Hope it goes well!
  24. 1 point
    Soulmarine

    Post your WIP screenshots!

    SMR-Relativity - Under Construction This map will be combination of multiple Escher Pictures combined into one big maze map with portals & jumppads
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