Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


MAD_JIHAD last won the day on September 21

MAD_JIHAD had the most liked content!



  • Rank
    Advanced Member

Profile Information

  • Gender
  • Location

Recent Profile Visitors

2,601 profile views
  1. Should Reflex Arena be free?

    I think they have made most of the money they can from game sales, going f2p would bring more players which is what this game needs right now.
  2. Heres a list of all the server variables and what they do. Rotations are like playlists. There are no score/frag limits, only time limits. Intermission time is not changeable. It would be nice to have more flexibility in the game modes and server settings for them. ["sv_allowcallvotemapmode"] = "<0/1> Enable or Disable allowing players to callvote map/mode on the server.", ["sv_allowcallvotemutators"] = "<0/1> Enable or Disable allowing players to callvote mutators on the server.", ["sv_allowedit"] = "<0/1> Enable or Disable allowing players to switch into editor mode on the server.", ["sv_allowmodes"] = "<mode(s)> Set which game modes to force. If the list is left empty, all modes are allowed.", ["sv_allowrulesets"] = "<ruleset(s)> Set which rulesets to force. If the list is left empty, all rulesets are allowed.", ["sv_autorecord"] = "<0/1> Automatically records a server-side replay of all games.", ["sv_country"] = "<ISO 3166-2> Defines the flag displayed to represent your server's geographical location on the server browser.", ["sv_gameport"] = "<port number> Set the server's game port.", ["sv_hostname"] = "<string> Desired server name to be displayed on the server browser.", ["sv_maxclients"] = "<number> Maximum number of clients that can connect to server.", ["sv_password"] = "<string> Set the server password", ["sv_refpassword"] = "<string> Set the password to allow players to become a referee.", ["sv_startmap"] = "<map name> Set which map to load on server launch.", ["sv_startmode"] = "<mode> Set which game mode to load on server launch.", ["sv_startmutators"] = "<mutators> Set which mutators to load on server launch.", ["sv_startrotation"] = "<rotation name> Set which map rotation to load on server launch.", ["sv_startruleset"] = "<ruleset> Set which ruleset to load on server launch.", ["sv_startwmap"] = "<Workshop ID> Set which workshop map to load on server launch.", ["sv_steam"] = "<0/1> Server shows up on public server lists.", ["sv_timelimit_override"] = "<number> Set the time limit for each map in minutes. A value of -1 uses the game mode time limit.", ["sv_timelimit_round_override"] = "<number> Set the time limit for each round in minutes. A value of -1 uses the game mode time limit.",
  3. Workshop Addons Not Working?

    The addon install location changed a while back. steam\steamapps\common\reflexfps\base\addons
  4. Custom Ruleset Poll

    One issue with increasing the size of certain weapons is firing over walls right in your face that you can just barely see over or around corners you will often hit them up close. A possible solution would be to have the projectile collision size start at 0 and increase to its designated size over a short period of time, but then that could introduce an issue of being able to shoot at someone who cant shoot back at you. A possible solution to that would be to have the weapon vs world collision size be 0 and for weapon vs players it would be the designated size. That might mess with performance as you are doubling the amount of collision detection required when people start shooting.
  5. We need to talk about the state of the game.

    To be fair, reflex is a clone of a quake 3 mod. Gameplay wise its not really groundbreaking either. The groundbreaking parts of reflex are the intuitive multiplayer map editor and the netcode (even tho it has its issues).
  6. We need to talk about the state of the game.

    It already does that...
  7. Reflex Replay Helper

    Is there somewhere we can grab the source?
  8. Reflex 1.1.1 hotfixes

  9. Proving Grounds

    Ok here are some maps that need to be added. http://steamcommunity.com/sharedfiles/filedetails/?id=620598751 http://steamcommunity.com/sharedfiles/filedetails/?id=641381025 http://steamcommunity.com/sharedfiles/filedetails/?id=722607218 http://steamcommunity.com/sharedfiles/filedetails/?id=749476871 http://steamcommunity.com/sharedfiles/filedetails/?id=710924884 http://steamcommunity.com/sharedfiles/filedetails/?id=695325372
  10. Reflex 1.1.0

    This is good.
  11. We need to talk about the state of the game.

    Changing mechanics to ones which are easier to understand is a bad idea. I've said this before but the UI needs to convey the tiered armour mechanics better to new players.
  12. [1.0.7] Flag can get stuck in walls

    Pretty sure they know about this bug. Its been in the game since the beginning, weapons would get stuck in walls.
  13. Im using this image as an example. Player is moving left to right. The first step is fine, second step you can not go over. I tested in q3 and the way it handles this issue is if you are going really slow it will stop you otherwise you go up like a normal step. Now you might be thinking but mad this isn't meant to mirror q3 movement 1:1. The problem isn't reflexs movement accuracy to q3. You are meant to walk up stairs, specifically you can step up/on on ledges even 16u high. The problem is when making stairs sometimes a step can end up off grid because of rounding errors. Even a teeny tiny rounding error can cause the step to be impossible to go up. Imagine the vertex by the red circle is off grid even a tiny bit and the rest of the verts are on grid, this will cause the step to be broken. I have seen this on a few maps now and only really figured it out a while ago what causes it.
  14. This isn't meant to list all the unlisted effects and materials, only the ones which are useful. If you think some useful ones are missing PM me on discord with the info and I will update the thread. //Sounds industrial/sounds/sludge_bubble industrial/sounds/ambient1 industrial/sounds/ambient2 industrial/sounds/machine ancient_japan/sounds/wind-light ancient_japan/sounds/wind-heavy ancient_japan/sounds/water //Emitters internal/effects/steam/steam internal/effects/steam/steam_sml internal/effects/steam/steam_lava internal/effects/steam/dust_clouds_blow internal/effects/fluid/bubbles_tank_192 internal/effects/environment/snow/snow_192 internal/effects/bugs/bugs_flies //Random stuff internal/effects/godrays/godrays_256_64 internal/debug/primitives/primitives_sphere //Materials internal/generic/wireframe internal/effects/race/race_checkpoint internal/effects/race/race_finish internal/effects/race/race_start //Armor Hologram Materials internal/items/armor/armor internal/items/armor/armor_green internal/items/armor/armor_yellow internal/items/armor/armor_red //Ammo Glow Materials internal/items/ammo/ammo_rockets_glow internal/items/ammo/ammo_bolt_glow internal/items/ammo/ammo_burst_glow internal/items/ammo/ammo_grenades_glow internal/items/ammo/ammo_ic_glow internal/items/ammo/ammo_plasma_glow internal/items/ammo/ammo_shells_glow internal/items/ammo/ammo_stake_glow //Powerup Materials internal/characters/common/characters_quad internal/characters/common/characters_resist internal/items/powerup_protect/powerup_protect internal/items/powerup_quad/powerup_quad internal/items/powerup_regen/powerup_regen internal/effects/powerup/resist/fx_powerup_carnage internal/effects/powerup/resist/fx_powerup_resist