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Qualx

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Everything posted by Qualx

  1. I have a bit more time now, and I want to give the League another shot, and try and get it right this time! I learned from the beta season that it's better not to run the league at all than run it without sufficient staff, so I'm starting off by seeing if I can recruit a decent admin team. MnstH did a great job last season but it's not viable or fair to expect him to do everything. League admins will be responsible for settling match disputes and scheduling disputes, in addition to helping with general planning and organisation. Ideally, I'd personally like to take a step back from the league admin/planning side of things; I burned out badly last season and I'd prefer to focus on my role as God Emperor sysadmin. Please get in touch with me on Discord (Qualx#5964) if you might be interested in helping out. I don't mind if you weren't involved with the league last season.
  2. AND SUDDENLY, OUT OF NOWHERE, SOON™ AFTER THE DUST OF DP_TWO HAS SETTLED, I AM PROUD TO PRESENT THE DP_TWO HUD. Please send any requests or suggestions my way! I'm always happy to add features that people actually want to use. If you use this HUD on videos or streams please link to the download page (or just https://reflex.kiai.eu/) on my webserver. Here's a banner, if you want one. You don't need to use the banner but it's nicer than just a link. Feature page on my webserver: https://reflex.kiai.eu/dp2hud/ Direct download link, will hopefully select the most up-to-date version automatically: https://reflex.kiai.eu/dp2hud/dp2hud.zip Read cvars.txt for documentation on the various customisation console variables. Note: I've changed the version numbering as of v1.14a. Special note: Pickup timers can be disabled while actually ingame (as opposed to warmup/spec) in specific modes. The default setting is to have timers on all the time in all modes so that inexperienced players will be able to pick up and use this HUD with minimal configuration required. If you are an anti-timer zealot you will most likely want to change show_ingame_1v1 from 1 to 0 in the cvars section for DP2_PickupTimers in the config file, or run this command and then saveconfig: ui_dp2_pickuptimers_show_ingame_1v1 0
  3. Qualx

    Reflex League - Beta Season

    https://ReflexLeague.org Beta Season This is a double round robin (everyone plays everyone else, twice) 1v1 competition, with players divided into skill-matched divisions of 8 players each. Your performance in one season will contribute to your placement in the following season. All games are Bo3. Where: Currently accepting signups in EU, NA, AU. We've already got enough people for the league to run in EU and NA, and there's no upper limit, since there can just be MORE divisions. EU/NA/AU players can't apply to regions other than their own, and players can only apply for one region. I'm not sure how many RU players there are and I forgot about RU when I was initially setting this up. I can add RU as a fourth region really easily if there are enough people, otherwise they can enter whichever of EU and NA they ping better to (but may have to play on bad servers). When: Signup closes (beginning of) 27th October, matches start 12th November. Possibly pre-season playoffs between 27th October and 12th November, if necessary to help with division placement. (I'd previously mentioned 5th November as a start date, but I forgot that people would need time to arrange their first games and complain about divisions.) The main season will run for 7 weeks of matches, although it's likely that there'll be a catch-up week at the end. Future seasons will probably be run roughly on a 2 months on, 2 months off basis (as in, 2 months between every season) but don't quote me on that. Map pool: Furnace The Catalyst Pocket Infinity Simplicity Abandoned Shelter Static Discharge If necessary, where possible, players will be allowed to play on performance versions of the above maps. To be allowed, the performance version must be geometrically identical (or near enough) and have identical item layout. It must be created by the original map's creator, or, at the very least, created with their explicit knowledge and permission, and given their authorisation. Each round will have a 3-map subset of this pool. Every player will meet each other player twice over the course of the league, and the map pool for the second match will always be the reverse of the first. Assuming both deciders get played, players will play all 6 maps against every opponent over the course of the season. Cointoss will occur before the first match only, for any pair of players. Winner chooses who is A and who is B. Match 1: A pick, B pick, decider. Match 2: B pick, A pick, decider. A 2-0 match will award 3 points to the winner; a 2-1 win will give 1 point per map. Other Rules The usual spectator rule applies to prevent ghosting. This will be enforced by the league servers, and players joining games without permission may find themselves being penalised. Players will have a week at the start of the season to schedule their first round games, and thereafter games can be scheduled from the beginning of the preceding round. Rounds will be 9 days long, overlapping on weekends. Scheduling will be partially automatic; players will be able to specify timeslots when they will be available, and then the autoscheduler will assign match times at mutually convenient times. If this can't be resolved, then players will be expected to negotiate a time, or an admin can be asked to adjudicate. If Reflex's rulesets have been updated by the start of the season, players will use the competitive ruleset. If not, players will be allowed to agree with their opponent to use experimental or competitive. It hasn't yet been decided what the default will be, since there are good arguments against both. See the season page for the complete exciting array of rules! Streams Obviously because of the slightly unpredictable nature of the scheduling, it's not possible to guarantee that any particular game will be streamed. Players may be asked to schedule a game with a streamer if it's of particular interest. This may be subject to change. At least some games will be streamed by ArenaFPS (https://twitch.tv/ArenaFPS). Anyone else interested to stream should get in touch once the match lists have been generated. Prize Pool No prize pool as yet. If you want to donate, get in touch with me on Discord because I don't yet have a separate paypal to take donations, and I tend to get paid for my work through paypal, and I don't want stuff to get confused. Sponsors If you're a company and you want to donate server time to the league, or money/stuff to the prize pool, I can discuss about providing advertising space. Adverts must be image-or-text-only (no bullshit multimedia stuff) and must be small files. They'll be placed unobtrusively, most likely in the unused side areas of the site, and I'm not going to try and bypass ad-blockers. Files will be served from my server so that I can be sure that I'm not referencing malicious files. Something Else This is the thing I forgot to mention.
  4. Qualx

    Reflex League - Beta Season

    @Thaylia I'm happy for you to have access to the FTP if you want, so you can just browse what's available. Although I'm gonna be sticking a frontend on it sooner or later, possibly now.
  5. How north-east are we talking here?
  6. EDIT: Finally updated to stop the scoreboard showing while you zoom. I've also combined the two files into one. Someone asked me about a zoom script today. I'm pretty sure someone's done a proper zoom script already but I searched and all I could find was the autohotkey version which is borderline cheating in my opinion. So I made a hold-to-whatever interface (which overloads the functionality of +showscores) and implemented it for a zoom script. Zoom Widget: http://reflex.kiai.eu/widgets/HoldToZoom.lua You previously needed ShowScoresOverload.lua but the code from that is now included in HoldToZoom.lua so you can put it wherever you want without problems. If you install this file, don't forget to remove your old ShowScoresOverload.lua, otherwise everything might break. To bind mouse4 to +zoom, use bind game mouse4 ui_showscoresoverload_zoom 1;+showscores You can set the console variables ui_holdtozoom_fov and ui_holdtozoom_sensitivityratio to set your desired zoom FoV and sensitivity ratio (although the widget currently scales sensitivity linearly, you can adjust that by this factor). For coders: Standalone ShowScoresOverload metawidget: http://reflex.kiai.eu/widgets/ShowScoresOverload.lua but do not download this if you also have HoldToZoom, because everything will break. In the top level of any Lua file (ie, the same level where registerWidget goes), you can declare a flag with declareShowScoresFlag("foo") and then if you bind a key to ui_showscoresoverload_foo 1;+showscores the function checkShowScoresFlag("foo") will return true as long as it is pressed. If you use the require line correctly, then the widget will stomp showScores if any flagged binds are pressed, so you won't get your scoreboard popping up whenever you zoom.
  7. Qualx

    Cannot bind jump to mouse 2 in config

    It's probably a bug with how the version string works when it's in a nested config?
  8. Qualx

    Global vs Non-Global Sounds

    While I'm admittedly biased since I'm strongly in favour of global sounds, I couldn't agree more with this. I've had to stop playing Reflex with the current state of the sound engine; the high frequency volume boost that I use to compensate for my hearing loss is causing the massively over-amplified pickup respawn sounds to be approaching my pain threshold, and certainly beyond anything I can ignore when I'm trying to concentrate. Added to that, with absolutely no (correct) concept of distance in the sounds, I'm really disoriented and it's just not fun to play the game. inb4 promeus
  9. I toyed with the idea of adding name colours to my DP2HUD stuff but decided against it in the end, since anyone not using the widgets would just see a jumble of colour markers in people's names.
  10. Qualx

    Global vs Non-Global Sounds

    I consider that non-global sounds are directly equivalent to limiting visibility with fog. It's one thing for mappers to be able to place soundproof walls or sound-dampening walls - that's a map-based decision, and I think it'd be a good thing if implemented well - but it's quite another arbitrarily to withhold information based only on range. I'm also not a fan of clocktiming, and losing global pickup sounds in particular is crippling if you want to be able to time by instinct. With an already disproportionately high reward attached to clocktiming, there's no need to increase that further. Non-global sounds may have their place, but I don't think that place is in a fast-paced, competitive game like Reflex. People talk about mindgames, but ultimately, mindgames based on uncertainty boil down to luck. Also, making it even harder to keep track of a player who hides all the time makes that particular playstyle even more boring to play against. Potentially, having player movement/shooting sounds non-global might enable slightly more freedom of movement for the out-of-control player, but I think it's a major detriment to the game for pickups not to be audible from anywhere.
  11. https://reflex.kiai.eu/widgets/ToggleWidget.lua Empyrean told me to. Usage: bind game footpedal3 ui_togglewidget_names WIDGET1 WIDGET2 ETC
  12. Qualx

    ToggleWidget Widget for Toggling Widgets

    Updated: fixed case sensitivity (it was, now it's not, fuck thank you Jaguar for pointing it out)
  13. You haven't updated. I fixed this three weeks ago. (the version number in this thread is/was wrong, but the download link should always provide you with the most up-to-date version from my site)
  14. Qualx

    REQUEST SOMETHING LUA

    https://reflex.kiai.eu/widgets/cvar.lua is pretty versatile.
  15. WOW SEEKAX I genuinely have no idea what Ban's suggesting but you can string multiple commands together in a bind with semicolons, eg: bind game footpedal5 weapon 7; suicide And I believe addbind also still works: addbind game footpedal5 say I'm sorry, I didn't mean to use IC!
  16. Qualx

    ToggleWidget Widget for Toggling Widgets

    It's two-minute widget, m8. Gotta go fast.
  17. Qualx

    Reflex 1v1 Instacup - Wednesday 27th July 2016

    Servers will definitely record replays because I need then in case of anticheat things. You should spam lawenforcer on Discord about casting though.
  18. Qualx

    Reflex 1v1 Instacup - Wednesday 27th July 2016

    Why stop at one lightning?
  19. Qualx

    Reflex 1v1 Instacup - Wednesday 27th July 2016

    Turbocup sounds cool.
  20. Updated to v1.19.2. Changed default of ui_dp2_chatlog_beep_cooldown to 0.1 (it was 0.5 for some reason which feels janky as shit) Fixed a crash with dp2_clock in the replay editor
  21. Qualx

    Kemorg health and armor dials

    What's the deal with everyone suddenly making clones of my circle meters :C The inner circle in the health one represents percentage of mega remaining. Shitty code available from https://reflex.kiai.eu/widgets/
  22. v1.19.1 released with chatlog beeps and stuff. Changelog later (or never, more likely, read my damn web page)
  23. Qualx

    Idea for timers in public/casual TDM

    It's not about whether you can do basic maths or not. It's about whether doing basic maths is enjoyable. With global sounds there's no uncertainty whatsoever. You can't even use the "but it's imprecise" argument when you can have a clock with tenths of a second (or milliseconds if that's how you roll) and nobody would mind. A better solution would be to add, say, +/- 5 seconds of randomness and have the timer show the item as "spawning" 85 seconds after it was taken (at which point it'll randomly spawn within the next ten seconds). That completely prevents the situation with everyone jumping on it at the same instant, and rewards control of the area. The HUD could be given that 10-second spawning timer which'd continue regardless of whether the item's up or not, unless it gets taken during that window. This would also possibly be useful for the initial 30-second randomness window, meaning that you don't get notified when it comes up.
  24. Qualx

    Idea for timers in public/casual TDM

    Casual TDM should have full timers because there's absolutely no reason not to. Regarding your points, casual TDM already has item timers, so by taking some of that functionality away, you're actually worsening the problem. I consider that even competitive TDM should have a timer for carnage because it's such a gamechanger. Especially with global sounds, it's easy to time carnage with the game clock, so it's not an indicator of skill or teamwork or anything, it's just a tedious nuisance. This is why I don't play TDM. hi al is that enough of an opinion for you
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