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enVme

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  1. Like
    enVme got a reaction from Soulmarine in 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

  2. Like
    enVme got a reaction from Soulmarine in 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

  3. Like
    enVme got a reaction from goochie in Post your WIP screenshots!   
    Some Good looking Wood
     


  4. Like
    enVme got a reaction from goochie in Post your WIP screenshots!   
    Some Good looking Wood
     


  5. Like
    enVme reacted to newborn in 0.34.2 - Unmeltable steel beams   
    Game Added automatic map rotations Callvote command now supports "rotation <name>" and "nextmap" Added power-ups to racemode (so quad actually spawns in) Added power-up stay to racemode. when you pickup quad, it stays on the ground. Plasma gun is once again projectile based.  Added "reset_vars" command to reset all console vars to their defaults. This is now written to config above vars, just like unbind all is written to config above binds (fixes issues where vars aren't set to defaults (when they should be) when switching between configs. Replaced "r_resolution" command with "r_resolution_windowed" and "r_resolution_fullscreen" commands. Game now ends early if there are not enough players / not enough on team. Added "callvote restart" command Added reconnect command. Tweaked player outlines Team mate outlines now show through walls. Added r_bloom 3. It's faster and looks better but still has some bugs to be squashed. Added cl_weaponcycle command. This controls if nextweapon/lastweapon commands loop through. "weapon X" now only works if you are carrying that weapon. (instead of switching you to burstgun) Increased max chat line length to 256 characters (up from 64) Replay files now contain a header with game info Replay filenames now use player names for 1v1 matches Server We now have files in base/internal/rotations/*.rotation which allow you to put the server in rotation Added sv_startrotation to define the rotation to start the server with (if not defined, it falls back to sv_startmap/sv_startmode) Added "rotation" console command (dedi only), sets current rotation Added "nextmap" console command (dedi only), steps to next map/mode in rotation Added initial default.rotation UI Fixed typo in loading screen tip Updated options menu to work with new resolution cvars Options menu will now correctly display the refresh rates available for the resolution you're changing to (as opposed to previously where it would always show the refresh rates available for the current resolution) Added optionalid to colour picker (provided by aliasedfrog) Scripting Added headers do-not-modify warning headers to all official lua scripts. Updated chatlog.lua to support an input line longer than the window (can scroll forwards/backwards with cursor / multiselect) Updated chatlog.lua to support multi-line chat from other players. Updated Chatlog "Chaingun" -> "Plasma Rifle" Art Added material: trims/metal_01 Added material: concrete/concrete_bunker_02 variant Added material: cinderblock_01_painted_* variants (variety of flavours) Added material: concrete_polished Added materials: concrete_02, concrete_polished Added material: trims/metal_02 Added materials: corrugated_sheet_iron, corrugated_plated Added mesh: sheet_iron Added meshes: i beams Updated wall_tube2 (less saturated colour, larger radius, increased intensity) Updated materials/effect files: windows (increased intensities slightly) Fixed wood material not being lightmapped correctly Fixes When an error occurs playing a replay, the client is now correctly returned to disconnected state (fixes bug where menubar wasn't appearing on bogus menu.rep) "re_speed" is now ignored for menu replay Fixed brush UV rotation tool, now finds correct brush angles. "cl_show_gun 0" now works as it should (doesn't just pull gun down by 100 units ) Removed weapon/power-up drop in racemode (happened when you fell out of world) Fixed bug where sometimes cursor wasn't locking to window bounds in fullscreen mode. Player no longer take 1 tick of lava damage when respawning after dying in lava.
  6. Like
    enVme reacted to newborn in Development Roadmap (February 2015)   
    Since we've been a little quiet with the updates, we thought we'd fill you in on the basic roadmap we've got planned over the next few months.   Version 0.31.x For this version, we've been making big changes to our art pipeline. For players, this means better performance -- both generally and through the newly implemented quality settings. Running some profiling on my system, the current Steam build averages 146fps. The new version averages 154fps on High Quality, 184fps on Medium quality and 264fps on Low Quality. We're expecting these numbers to improve further as we finish off the last tasks and if Low Quality isn't enough for you still, we've got a High Visibility mode planned that will have very little detail but should run very very fast. Reflex now also supports DirectX 10 devices.   There's also exciting changes for us devs, who are excited about weird things. One of the major changes is implementing a macro/micro texture system. In simple terms, what this means is that we now create a material that says "this bit here is wood and this bit here is steel and this bit here is cloth". Not only does this significantly improve the detail of our textures, it also lowers the cost and makes tweaking and customizing materials a whole lot faster and more powerful.   This power will be passed on to map authors as soon as we hook up a UI for it. Initially, this will mostly mean that you can have complete control over the colors of the dev textures via tint overrides but eventually you'll be able to override each micro-material on a surface. For example, if we provided a material that was a door with iron bracing, you would be able to replace the iron with something like steel or gold or the wood with a darker version or a worn, painted version (that you could then change the paint colour of).   We've also cleaned up our PBR shaders (including the addition of Image-Based Lighting and Reflection Probes), changed the way all of our textures are packed and compiled and are currently working on some changes to the lightmaps that should increase performance and decrease their filesize.   Oh and Electro made our loading bar orange for no apparent reason.   So, this has been another huge job, immediately following the last huge job (the netcode). The reason we've been quiet with updates is this isn't something we can put out half finished -- it requires us to redo every single material and effect in the game (until recently, things looked very, very broken). We also need this tech done so we can continue progressing with our secret unseen art.   All this means that there's unlikely to be any significant changes to the game code itself for this update -- we don't want to delay it any longer. But..   Version 0.32.x The major feature for this release is planned to be an overhaul of the UI system. If everything goes to plan, when we're finished we should have a UI system that is much, much faster to implement so it won't take us hours of fucking around just to do a simple options menu. We're not sure how much will be added or redone in this version but the important part is that development of features like matchmaking, a better server browser, workshop support for maps, training and tutorials etc will no longer be blocked by a crappy UI system.   Fortunately, the UI system can be done behind the scenes -- having it half finished won't prevent us from putting out updates. So we'll probably take this opportunity to fix some of the underdeveloped bits of gameplay that are dragging matches down.    The first of these is changes will be the way MegaHealth respawns. Instead of the fixed 30 second respawn it's on currently, we will be implementing a CPMA style "Respawn after wearoff" system. Initially for testing, "wearoff" means "player has lost 100 health, either by damage or by health decay". In order to avoid the situation where the player who last had the mega gets to know the exact timing but their enemy has to guess, we'll be implementing a visible and audible effect when Mega has worn off and the respawn timer has started ticking.   Next up is splash damage going through walls. We spent a couple of hours the other night working out a system that meets all of our requirements and we're happy with how it looks on paper. The plan is that splash damage will penetrate though 8u brushes but beyond that will be blocked as expected. Primarily this means that if mappers want to create special, risky sections of walkways that are vulnerable to splash, they can. Players will be able to easily recognize these thin surfaces and know to be careful on them. The system also fixes the problem of "stair armor" found in some games where an 8u high step can magically shield you from a rocket exploding 2 inches from your feet. It also makes peeking over ledges slightly more dangerous -- if your feet are ~8u from the edge and a rocket hits it, you'll still take damage (previously, you'd have to have your hitbox actually overhanging).   This release may also see an experimental Respawn Preview system implemented. The way this works is that after dying, your view is teleported to where you will be respawning but you are not actually spawned until you click. This adds some meta to the spawn system. Players could wait to spawn to avoid a nearby enemy or stay safely dead until a nearby item respawns. They could spawn sooner, prepared to quickly finish off a weak player nearby (or telefrag them if they're stupid enough to stand on the spawn).    Like all the experimental features it ultimately comes down to how it plays. If it adds nothing significant to gameplay (or worsens it), it'll be stripped out. If it's awesome, it can be tweaked and built upon (this system could easily evolve into a "choose your own spawn" system if it looked like that system would have value).   We're also expecting to do some minor fixes and improvements such as proper overtime and biasing player respawns away from whoever killed you (instead of where you died). Oh and we'd like to have a Resist power up in soon.   Version 0.33.x - Version 0.36ish Nothing for these versions has been set in stone but the short list is: Training and tutorials (allowing people to add tooltip pickups and in-game replays to maps), Steam Workshop integration for maps (including auto-downloading on demand hopefully), matchmaking (first pass might be as simple as basic, region based pickups or could go as far as proper ranked matchmaking), race modes (which also establishes some core bits of code for CTF), some love for the map editor (group selections, prefabs, flipping and rotation of geometry, clip/split tools, scale/transform gizmos) and maplists (defining rotations of game modes and maps or just creating map pools. Also on Steam Workshop). I'd also like to be doing some of the larger experimental gameplay changes around this time but those will be tested privately first, in case they're rubbish.
  7. Like
    enVme got a reaction from goochie in Post your WIP screenshots!   
    Some Good looking Wood
     


  8. Like
    enVme got a reaction from Soulmarine in 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

  9. Like
    enVme got a reaction from goochie in Post your WIP screenshots!   
    Some Good looking Wood
     


  10. Like
    enVme got a reaction from Soulmarine in 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

  11. Like
    enVme reacted to Tac in ATDM maps   
    Hello,
     
    First of all I just want to say that I'm not the creator of all the Vil1 maps (Vil1Overkill is not mine for instance).
     
    About the lightmap, it requires a lot of time to build for such big maps, so I want to wait for some opinions before taking many hours (days?) to do it for all.
    Geometry optimizations: yeah, I agree, I have to work on this. I use the convertor, and maps are quite messy at the beginning. I try to clean them but, sometimes I get bored.
     
    About the "honor" of the originals, I understand your feeling. Indeed I try to keep the spirit of the map, but I want to modify what is not perfect for me too.
    I usually try to make the map more fluid for the movements or add some paths to creat new game strategies.
    I want people to play the way I want (as a mapper I think it's my right).
  12. Like
    enVme got a reaction from goochie in ATDM maps   
    my friends been showing me a bunch of your maps, unfortunately the lack of nolighting and geometry optimizations make the  maps rather unplayable at anything other then everything off...  overall tho, i feel the maps deserve a little  more "honor" to the originals, alot of them are so drasticly different, i dont recognize them at all...   
     
    that said i know it might seem like rather harsh criticism, but im not a very proper person and dont know how to give "nice" criticism 
     
    also i should mention, i know i have a rather low end setup, but i dont have many issues on other maps 
     
    Intel Pentium G3450 Dual Core
    8GB DDR3 1600
    2GB GTX 750TI
    256GB SSD
  13. Like
    enVme got a reaction from Flakx in 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
  14. Like
    enVme got a reaction from cwr in IRC Channel?   
    dont worry, i tried to search it too.... the server is QuakeNet (this is just as important as the channel name ppl)
     
    channel is #reflex
  15. Like
    enVme reacted to goochie in Post your WIP screenshots!   
  16. Like
    enVme got a reaction from RAW in Post your WIP screenshots!   
    Not really a WIP, but a test of some of the textures, trying to fit together a appealing mix of things
     
    i also spent the last 20 minutes standing as far back as i could from that wall.... aprox 630 units....and shot nades into the center of the decal.... made me wish there was a nade basketball mod
     

     

  17. Like
    enVme got a reaction from goochie in DM_AbandonedWarehouse   
    possible new location.... still workin out the details
     

     

  18. Like
    enVme got a reaction from Electro in DM_AbandonedWarehouse   
    its available on ReflexFiles
     
    Looking for overall community feedback on map play, asthetics, ect. Overall map is in final form, from here on out it will be mostly detail work, and cleanup. And any changes recommended by community.
     
    Current List of Thanks:
    Sebben - Been workin with me on the map from the start, and the new addition he put in.
    MrOllie - Helped out tonight, improved the stairs to upper floor, and a few other things around the map.
     
    Updated pics
     

     

     

     

     

     

  19. Like
    enVme got a reaction from goochie in DM_AbandonedWarehouse   
    possible new location.... still workin out the details
     

     

  20. Like
    enVme got a reaction from Soulmarine in 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

  21. Like
    enVme got a reaction from Flakx in 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
  22. Like
    enVme got a reaction from Electro in DM_AbandonedWarehouse   
    its available on ReflexFiles
     
    Looking for overall community feedback on map play, asthetics, ect. Overall map is in final form, from here on out it will be mostly detail work, and cleanup. And any changes recommended by community.
     
    Current List of Thanks:
    Sebben - Been workin with me on the map from the start, and the new addition he put in.
    MrOllie - Helped out tonight, improved the stairs to upper floor, and a few other things around the map.
     
    Updated pics
     

     

     

     

     

     

  23. Like
    enVme got a reaction from Electro in Post your WIP screenshots!   
    Some WIP pics with the new textures on a new map...
     

     

     

     
    Ship Boat house type thing dunno.... 
  24. Like
    enVme got a reaction from Electro in DM_AbandonedWarehouse   
    its available on ReflexFiles
     
    Looking for overall community feedback on map play, asthetics, ect. Overall map is in final form, from here on out it will be mostly detail work, and cleanup. And any changes recommended by community.
     
    Current List of Thanks:
    Sebben - Been workin with me on the map from the start, and the new addition he put in.
    MrOllie - Helped out tonight, improved the stairs to upper floor, and a few other things around the map.
     
    Updated pics
     

     

     

     

     

     

  25. Like
    enVme got a reaction from tehace in DM_AbandonedWarehouse   
    better then this wood texture: LOL
     

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