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Smilecythe last won the day on October 30 2017

Smilecythe had the most liked content!

About Smilecythe

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    Put your farts in my pussy.

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  1. Smilecythe


    I wish "gconst_playeronground_speed" didn't intervene with air movement. So in other words, kill the bind between ground and air variables first. Then add the following cvars: gconst_playerinair_wishspeed (to be 320 by default) gconst_playerinaircrouched_wishspeed (to be 120 by default) And other possibly handy cvars: gconst_double_jump_expiration (the time window during which the double jump has to be executed) gconst_wallclipping_expiration (the time window during which you have to have cleared away from the obsacle) gconst_stepheight (to be 18 by default) gconst_stepup (the stepup behavior used in stair jumps - 0 disabled / 1 enabled) gconst_crouchhop (enable jumping while holding crouch - 0 disabled / 1 enabled) gconst_autohop (enable jumping without releasing jump key - 0 disabled / 1 enabled) It would also be really nice, if air control and bunnyhop were not locked to W/S and A/D keys exclusively. There would be more freedom if the cvars were arranged as follows: gconst_aircontrol_straight (the only supported aircontrol direction atm) gconst_aircontrol_sideways gconst_aircontrol_strafe And the same logic for bunnyhop (note that 2 cvars each are required): gconst_bunnyhop_straight_accelerate gconst_bunnyhop_straight_wishspeed gconst_bunnyhop_sideways_accelerate (the only supported bunnyhop direction atm) gconst_bunnyhop_sideways_wishspeed (the only supported bunnyhop direction atm) gconst_bunnyhop_strafe_accelerate gconst_bunnyhop_strafe_wishspeed Also, a simple cvar to disable bunnyhop variables, so you don't have to play with all of these variables in order to replicate vQ3 or QW movement for example: gconst_bunnyhop (0 disabled / 1 enabled)
  2. Smilecythe

    Reflex 1.2.0beta

    Wouldn't there happen to be a variable "gconst_playerinair_wishspeed" as well? Because from what I can tell, you can't make QW physics without it. However you can "VQ3" it with just changing these from default: gconst_playerinair_aircontrol 0 gconst_playerinair_bunny_accelerate 0.95 gconst_playerinair_bunny_wishspeed 320
  3. Smilecythe

    Reflex 1.2.0beta

    LOL, didn't answer the other half of my question though.
  4. Smilecythe

    Reflex 1.2.0beta

    Can you also customize movement without being stuck with the hardcoded CPM scheme?
  5. Smilecythe

    [race] rr_smile3

    Almost forgot, added the walkthrough video up top here as well.
  6. You should probably quit then, because you can already to an extend do it. It's just obnoxiously inconsistent and teaching it to someone new is annoying beyond measure.
  7. I personally think it would add more if the maneuverability was equal to all directions, currently you have to be facing forwards when you bunnyhop around the corners. While this is cool for race, it's taking away from combat. True mastery of the movement is when you can aim and move at the same time in my opinion, but the movement system simply isn't built for it.
  8. Smilecythe

    Would you like the game to be like that?

    Probably an unpopular opinion, but I think the game should prioritize on player experience over viewer experience. It's obvious at this point that Reflex won't be the next big thing in eSports, so maybe stop treating it as one. Loosen it up from areas where the strictness of competitive ideals takes precedence over fun, properly finalizing stake launcher as a core weapon would be a good way to start in my opinion. Perhaps add some variety to map scale and the way items are distributed, two megas, two reds, only two yellows, one mega-one green.. one rocket?.. have some experimentation with taboos like these.
  9. Smilecythe

    [race] rr_smile3

    Some challenging and unique jumps. Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1183487713
  10. Smilecythe

    A list of useful unlisted effects and materials

    inb4 Reflex file structure gets another change of heart and everyone who's been using these gets a wet slap right in the nose.
  11. Smilecythe

    Will we get an editor focused update.

    It seems like the freedom to colorize meshes freely is pretty well received, so what I'm curious about is why the devs haven't approached similar freedom with some patterned textures as well. Some of those metal floor, bricks and tiles might as well just be 2D textures with some light/bump/gloss maps to go along with them, to give them that fake 3D look. And they could easily still follow the same aesthetic look with simplistic textures. These currently existing "mesh textures" just looks awful at even close distance, because you can't mipmap them and performance takes an unnecessary hit as well. Not only that, but they are also way less flexible than 2D textures would be. You sometimes have to go to ridiculous lengths to cover up excess parts of the meshes that don't fit your area of choice. With 2D textures you'd just have to cut or scale.
  12. I want Reflex Arena to change it's name to Yeflex Arena. Y stands for devs saying "yes" to every community suggestion and idea.
  13. Smilecythe

    What do you want for race mode?

    - Race timer to reset when you die. Would be convenient for maps with a lobby room. - Save/Load/Backup bind options which still keep the timer running single-segment style, would be useful for the type of maps with back and forth elements/risks. Backup would be reverting back to previous save point in case you inserted a shitty save. - bind distinction for race/training modes, like theres bind re, bind game, bind me etc.. Could be bind rt for example - Noclip mode basically same as editor mode, but without the editing. For online servers where you want to give players freestyle skipping, but not the temptation of destroying the map. Race timer should also obviously reset along with this. This could also have the benefit of retaining game binds instead of swapping over to map editor binds. - Brushes that can change player specific physics cvars, one or multiple at a time. For example gravity or friction. - And speaking of friction, slick surfaces. EDIT: Would also be nice to have some unique physics effects on them, like horizontal/vertical lift jumps. Regular gameplay could benefit from this as well.
  14. Smilecythe

    [race] rr_smile2

  15. Smilecythe

    Looking to use the projectile sniper.

    Additionally, if you want to try the stake launcher in a local game, type in console: callvote ruleset experimental_stake This will replace bolt pickups with stake launcher. However if you want default rulesets and don't want to replace bolt, you can try my map which has both stake and bolt pickups. This map is designed for stake usage: http://steamcommunity.com/sharedfiles/filedetails/?id=764552988