Jump to content

Smilecythe

Members
  • Content Count

    804
  • Joined

  • Last visited

  • Days Won

    42

Reputation Activity

  1. Like
    Smilecythe got a reaction from Messik in gconst_wishlist   
    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. Like
    Smilecythe got a reaction from Messik in gconst_wishlist   
    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)  
  3. Like
    Smilecythe got a reaction from Messik in gconst_wishlist   
    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)  
  4. Like
    Smilecythe got a reaction from Messik in gconst_wishlist   
    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)  
  5. Like
    Smilecythe reacted to lolograde in Reflex 1.2.0beta   
    For what it's worth, here are the movement related variables from expplus (not sure if they're the same in 1.2 or not...):
    expplus_gconst_double_jump_velocity
    expplus_gconst_jump_velocity
    expplus_gconst_playerinair_acceleration
    expplus_gconst_playerinair_aircontrol
    expplus_gconst_playerinair_bunny_accelerate
    expplus_gconst_playerinair_bunny_wishspeed
    expplus_gconst_playerinair_decceleration
    expplus_gconst_playerinaircrouched_acceleration
    expplus_gconst_playeronground_acceleration
    expplus_gconst_playeronground_friction
    expplus_gconst_playeronground_speed
    expplus_gconst_playerongroundcrouched_speed
    expplus_gconst_wallclipping
    expplus_gconst_world_gravity
    I'm not an expert with this stuff, but I would guess the answer to your question is yes (to a certain extent).
  6. Like
    Smilecythe got a reaction from NicholasWalters in Reflex 1.2.0beta   
    Can you also customize movement without being stuck with the hardcoded CPM scheme?
  7. Like
    Smilecythe reacted to ReflexMonthlyCup in Reflex Monthly Cups   
    Reflex Monthly Cups Player Profiles (EU) : Vigur 

      RMC EU#1 -  2nd Place 
    RMC EU#2 -  3rd Place
    Player Profiles is a fun project that allows us to learn a little bit about our fellow competitors.
    These interviews give an interesting look at the best duelers competing in Reflex Monthly Cups.
    Vigur
    1. Could you share a little about yourself? (Gaming background, IRL hobbies, job/studies, etc.?)
    Hello, my name is Hardi, im 21 and i hail from Estonia. I finished serving in the army last year and currently work in forest maintenence (The gist of it being just cutting down trees with a trimmer). My first arenaFPS game was Quake Live.  I was introduced to it by my brother when it was still in open beta. Played it on and off for a few years until i started Reflex.
    2. What's the story behind your in-game nickname?
    No real story to it, started using it at some point because it sounded short and nice. Its an estonian word which is kind of hard to explain but the word itself should translate to mischievous or frisky ;).
    3. How long have you been playing Reflex? (Hours according to steam? First played when?)
    As of writing this, steam says ive put 700 hours on reflex. I believe i got a firsthand experience of the game in 2016 but started to really get into it in 2017
    4. What do you think defines your playstyle? Your strengths and weaknesses?
    It depends on how i feel and who im up against. Whenever possible i like to have my opponent be the aggressor, since its easier to deal with when you expect him or know where hes coming from.
    5. What are your settings (dpi, sensitivity, resolution, fov) and hardware (mouse, keyboard, monitor)?
    800 dpi, 8.25 ingame sensitivity (24cm/360), 1920x1080 resolution, 103 fov. Hardware: zowie fk2, random logitech keyboard, LG 24GM79G
    6. If you could add/change only 1 thing in Reflex, what would it be? 
    Cant think of any new cool feature so i would just add a new duel map that people would actually start playing
    7. Why do you think Reflex isn't more popular?
    There are already a small number of players playing games like this and those that do are usually loyal to one game.
    8. Do you have any advice for new players?
    Find a player you like to play against or someone equally skilled to practice with.
    9. Are there any specific Reflex players you enjoy spectating or playing against? Any rivals?
    Ive had some fun games with Ivan O and czm is always interesting to play with. There are people id like to beat but i dont consider anyone a rival.
    10. Could you, in a few words, tell us what you think of the strengths/weaknesses of each of these players: Vigur, Czm, LKO, Luftwaffel, and Danfel?
    Ramagan - Hard to break his control, decisive, experienced.
    czm - Times mega :D.
    LKO - Gives up too soon.
    Luftwaffel - Patient, all around good player .
    Danfel - Plays well when levelheaded.
    11. Are there any non-Reflex players you'd like to see starting playing Reflex?
    Pretty much all of the quake pros. If id have to choose one id love to see ddk play the game again.
    12. What do you think of the Reflex Monthly Cups so far? Anything that could be improved on?
    Taking the playerbase and the amount of people behind it into consideration then i think its going swell enough.
    13. What melee/player cosmetics are you currently rocking?
    My trusty morningstar and owl head.
    14. Favorite "frag" or "defrag" movie(s)?
    Favorite fragmovie: Cypher Cypher Cypher (https://www.youtube.com/watch?v=wY3LZ6Wh0yM)  favorite defrag movie: A Journey? (https://www.youtube.com/watch?v=uozFX0MX1Cc)
    15. ESREALITY: Cancer or benefit to all mankind? PlusForward (>,<,=) ESReality?
    I prefer esreality, can get a good chuckle out of it.
    16. Anything else you'd like to share? Shoutouts or whatever you want.
    I have always been a firm believer of respecting the Paco.
     
    Thank you to Vigur for taking the time to participate in Player Profiles! Good luck to him in RMC EU#3 this Sunday and respect the Paco.

  8. Sad
    Smilecythe reacted to HaraldQuake in Reflex Monthly Cups   
    Please add stakegun.
  9. Like
    Smilecythe reacted to Electro in Reflex 1.1.5 - Mini hot update, gameplay updates & Sandpit violation!   
    We've had a lot of great feedback and extensive testing over the past previous months. We'd like to extend thanks to Rama and crew (sorry if you're in the crew and not named specifically, we have no way of knowing everyone involved, but we appreciate you just the same! Even just for playtesting (update!: here's the list of everyone!! https://reflex.fun/special_thanks.txt  <3) for his work with his ruleset and hosting custom servers to make that all happen. The progression and documentation through all the iterations as well as theory behind all the changes are really what made it a comprehensive write-up. This is the result of months upon months of testing across a variety of skill levels. For the full write-up please see: https://reflex.fun/ruleset
    This is the gameplay changes moving forward and will obviously be part of 1.2, but we're providing this portion early so it can be used in competitions people are running.
    We loved being able to provide everyone in the community with the experimental plus ruleset, which internally we called more of a "sandpit" to let people play in. This was explicitly stated to be an exclusive testing and development circle in order to reduce noise and dilution among the community. Somebody has taken a massive shit in the sandpit and as a result it has now been removed.
    Reflex monthly cup melees have also been added and awarded to the winners. Congratulations to everyone involved with this cup, both the players and organisers/admins!
  10. Like
    Smilecythe got a reaction from Flakx in 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.
  11. Like
    Smilecythe got a reaction from Kawumm in [race] rr_smile3   
    Some challenging and unique jumps.
    Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1183487713
     
  12. Like
    Smilecythe got a reaction from Kawumm in [race] rr_smile3   
    Some challenging and unique jumps.
    Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1183487713
     
  13. Like
    Smilecythe reacted to Kyto in Small suggestions/bugs   
    Recently I started collecting a list of small suggestions/bugs that every now and then bug me. None of these really deserve a topic of their own so I waited until I couldn't think of anymore that'd fall into the "small" category.

    - Spawning on suicide shouldn't be random and/or suicide disabled (in duel at the very least)
    - Dropped weapons shouldn't make the pickup sound when they expire
    - Don't require spectators to callvote map (often they are afk and the vote will fail)
    - Have a robo-hologram (or some other indicator) on spawn points
    - Remove penalty reload time when firing an empty weapon
    - Callvote timeout, callvote pause
    - Command to nullify string cvars
    - Forcing enemycolors on spec
    - Enemy/friendly sounds based on the player you're spectating
    - Expose spawns on LUA (% to on a specific spawn, flags that indicate what blocks a spawn)
    - Show crosshair when spectating enemies
    - Projectiles fired with Carnage should have 4x damage even if Carnage expires before they explode (and projectiles fired before Carnage was picked up shouldn't do 4x damage)
    - Projectiles fired with Carnage should have a Carnage-effect on them
    - Update stats in warmup, reset when warmup ends (for accuracy tracking etc.)
    - Show previous stats on scoreboard in warmup after a game has ended
    - Make scoreboard scalable
    - Lockdown cl_playercolour1/2/3, selected robot-parts/melee during the game (to prevent widgets that automatically change these things)
    - Weapon dropping in teammodes
    - Destroy projectiles after the game ends
    Feel free to post your own small suggestions/bugs or expand on any of these. Would also like to hear the devs thoughts on these (@shooter).
  14. Like
    Smilecythe got a reaction from Flakx in 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.
  15. Like
    Smilecythe got a reaction from Flakx in 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.
  16. Like
    Smilecythe got a reaction from Sharqosity in So how does being able to turn in the air add to gameplay?   
    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.
  17. Like
    Smilecythe got a reaction from Sharqosity in So how does being able to turn in the air add to gameplay?   
    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.
  18. Like
    Smilecythe got a reaction from Flakx in 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.
  19. Like
    Smilecythe got a reaction from Flakx in 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.
  20. Like
    Smilecythe got a reaction from Flakx in 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.
  21. Like
    Smilecythe reacted to doombro in Would you like the game to be like that?   
    Strongly object to removing server browser, especially as a race player. Dank disciples of defrag has a pretty big collection of maps that never made it to steam workshop for one reason or another. And matchmaking only is a pretty dangerous proposition for a game with such a small community, especially for non-EU regions. Thanks to the server browser, NA at least manages to get some FFA/ATDM activity now and then. The restrictions of matchmaking in terms of map selection, team balance and such for these modes would definitely be an obstacle for those.
  22. Like
    Smilecythe got a reaction from Flakx in 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.
  23. Like
    Smilecythe got a reaction from Flakx in 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.
  24. Like
    Smilecythe got a reaction from Kawumm in [race] rr_smile3   
    Some challenging and unique jumps.
    Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1183487713
     
  25. Like
    Smilecythe got a reaction from Flakx in 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.
×