Jump to content

chronokun

Members
  • Content Count

    130
  • Joined

  • Last visited

Everything posted by chronokun

  1. It's still pretty rough and doesn't do alot of things (entities, patches, etc.) but seems to work well enough for basic usage so might come in handy. https://www.dropbox.com/s/bf0t5gtk0wku8lx/Q3ToReflex_r14.zip?dl=0 Usage: Run from command line Q3ToReflex.exe [input].map [output].map [switches] Available switches are: -nopatches -notrigger -noclip -allcaulk -tessfactor [1-7] -texscale [scaling factor] Update: also on github: https://github.com/chronokun/Q3ToReflex Other tools: https://www.dropbox.com/s/prmdko6s59jlwma/ReflexToQ3_r6.zip?dl=0 https://www.dropbox.com/s/q5jmied69d2a193/ObjToReflex_r4.zip?dl=0
  2. chronokun

    Q3 .map -> Reflex .map converter

    The map converter hasn't been updated in quite a while, there's probably bugs in it, I haven't been supporting it much lately since I've been kinda busy and somewhat lost interest in it but if you don't mind sending me example maps that are having problems I can probably find some time to take a look at it and do some debugging, also considering possibility of either porting the converter to Lua or adding Lua scripting to it at some point since people seem to be quite happy doing the Lua UI scripting it got me thinking maybe people would be more comfortable working on the map converters if they were Lua based too?
  3. Here's a really crazy out-there idea: Since everyone is going to be converting their sensitivity from other games using a sensitivity calculator like the one mentioned above... Why not put a sensitivity calculator in the settings menu, the advanced options are already pretty complex so why not just add a couple of fields for 'Mouse DPI' and 'Desired CM/360' and maybe even one for 'Equivalent Quake Sensitivity'? You can do it Reflex Devs! be the first game to actually use _UNITS_ rather than opaque arbitrary values for setting mouse sensitivity, I believe in you!
  4. chronokun

    Q3 .map -> Reflex .map converter

    ​I think I actually updated my first post with a link to it, anyway: https://www.dropbox.com/s/prmdko6s59jlwma/ReflexToQ3_r6.zip?dl=0​ ​Thanks Windows for hiding all your useful options in secret hidden menus
  5. how about you spawn with as many healths/armours as your elo lol
  6. I was wondering if anyone has put race checkpoints into their regular ffa/dual/ctf/whatever maps? Reflex has had race mode for a while now but it seems like every race server is just stacked up with these defrag style obstacle courses, (which I personally find pretty boring) is anyone working on adding race checkpoints to other maps? or would be interested in having them? personally I really love the racing in QL because it's so much more organic playing on actual maps and also good practice for getting around the maps in other game modes. It looks like ctf-monolith works in race mode which is awesome but I don't think I've seen any others?
  7. chronokun

    Race checkpoints for existing maps?

    ​I'm not really sure this would be needed? but could be interesting, could actually be useful for other game modes too now that I think about it especially if it became a scripted thing? ​Definitely a must have (although for CTF maps in QL these seem to be omitted and it actually works out quite well in those cases) - are they not already a thing? haven't actually looked if they exist or not lol ​I think it's usually called Time Attack in most racing games, but then again that also refers to just competing for best time. Could be a cool addition and a nice way to add challenge to race specific maps as an alternative to loading them up with tricky jumps and teleporter pits =)
  8. chronokun

    0.37.3 Point Release (cake and murder!)

    eggplant launcher is best launcher
  9. chronokun

    Default weapon! Discussion

    By that logic Battlefield 1942 was a flop as soon as Battlefield 2 came out because DICE no longer kept any developers on it so all it's past success is negated? If you add up the number of AFPS games that aren't 10+ years old or still in development/early access for this player base to belong to, what's that number? My point is a product that doesn't exist can't have users, maybe developers don't see a market or maybe they see a bigger one in other genres or maybe they figure half a billion dollars on advertising and giant billboards will sell whatever they make - what ever the reason they aren't making many more AFPS games the player base of Quake Live is pretty damn big for such an old game so I'd say AFPS has fared quite well for how little developer love it's been given in recent years. Anyway a game can be successful without having users idly waiting by for it to be released, new games and even new genres emerge without any existing player base.
  10. chronokun

    Default weapon! Discussion

    ​Is everything that's not a blockbuster success a flop now? Quake 4 didn't take over the multiplayer game but that doesn't mean it wasn't successful and Quake Live was a F2P rejuvenation of an already 10 year old game and just because they've finally decided to pull the plug on it after it carried Quake for another 5+ years of life hardly makes it a flop. The only thing dead about Arena FPS is no AAA development team has dared to challenge Q3A/QL's success probably because they know anything less than perfection would be outright rejected as worse than Quake and of course Id Software is basically dead so don't expect them to do it. Yeah, the AAA developers have evolved their games in other directions to make things like Halo and Call of Duty and yeah the new Doom looks like less of an Arena FPS than COD but I don't think it's realistic to call Arena FPS dead because it's successful hits have too much damn longevity and just wont die to let anything else come along, compare similarly aged games of any other genre and you'll find they pretty much fare worse (except maybe CS1.6 and WoW).
  11. chronokun

    Default weapon! Discussion

    ​stakegun would be OP as a starter unless its damage was reduced (which imo would actually make sense since it's not really a great choice of weapon for dealing damage if you have a rocket launcher or boltgun anyway), I think a reduced damage tweaked version could be a great starter except for one other issue that then every map, every player would have a stakegun but perhaps there's other options like setting surface flags or server options to disable use of it actually spawning stakes or making it only spawn stakes if it has special ammo or something. I actually think it could be really cool. I'm not really a fan of the burst gun, the mg in ql is great because it's a long range, accurate, rapid fire hitscan with low damage so works at any range in any situation without any real skill but other than as a starting weapon and as a finisher is mostly not that powerful. compared to the mg, the burst gun only succeeds in being weak and lacks all these other characteristics so I personally think any decent alternative is worth consideration since the current solution doesn't offer much.
  12. chronokun

    Reflex 0.37.0 - Mostly eggplant

    yeah, after thinking about it a bit and spending some more time playing ctf, the movement changes seem to be for the best. of course it still *feels* worse just jumping around and racing and stuff imo but the improvements to overall gameplay outweigh that and I think with time to adjust it will feel less like a limitation and more like a challenge anyway.
  13. chronokun

    Reflex 0.37.0 - Mostly eggplant

    ​I'm wondering a bit about why it was changed too, I always thought if there was anything about the movement that needed nerfing it would be the double/triple/teleporter/ceiling/whatever jumps and the crazy height you can gain from these things more than the speed/accel but that said I don't really mind the new movement much anyway, only things that really bug me about reflex movement are trying to tell where the *actual* surface of things are now the maps are getting filled with meshes and invisible clip brushes and *still* trying to have double/triple/teleporter/ceiling/whatever timer based jumping not feel totally unnatural lol, guess I just need more practice =)
  14. chronokun

    Reflex 0.37.0 - Mostly eggplant

    The increased player height makes it even harder to jump onto peoples heads and no ax, 0/10. That aside... CTF is awesome and new map looks beautiful, just need crouching and some pain sounds so I can hear my robotmans scream in pain when being burnanated by an ion beam - patch .38? hype hype hype? Edit: also forgot to mention, new carnage looks totally sick.
  15. chronokun

    Reflex 0.36.0 - Cofe Time for in talk English

    seems like shadows got a lot more pricey
  16. chronokun

    Reflex 0.36 Preview

    ​You could do the whole face splitting and hidden surface removal without sealed levels (although it would obviously miss all the surfaces that would be visible from outside the level) and the time taken would be insignificant compared to the lightmaps, on the other hand BSP and CSG can be kind of a dick sometimes (trying to add that stuff to my map editor and it sucks to debug) although you wouldn't necessarily need a BSP tree since Reflex only has additive brushes (so only CSG union operation which is commutative removing the need for any strict ordering so the clipping could be done 1 convex brush at a time rather than BSP vs BSP). But... as you said, probably wouldn't be a big performance gain, only real benefit I see would be stomping the need for those 'trim' materials and their corresponding graphics glitches and I presume those will be going along with the textures anyway =)
  17. chronokun

    Reflex 0.36 Preview

    ​That or have hi-poly curves, don't really see why they couldn't have a faceted look with still having hi poly curves, tessellation isn't that costly and with careful selection of where to smooth or not smooth surface normals they could keep approximately the same look of the shading. Eg. Like this: http://www.gamasutra.com/blogs/TomasSala/20140206/210238/Making_textureless_3D_work_a_howtomaking_of_guide.php
  18. chronokun

    Reflex 0.36 Preview

    Now that there wont be textures will you guys be upping the quality of the lighting and AO to compensate (maybe some medium distance AO/GI like SSDO or something? or some voxel cascade based GI like in 'The Tomorrow Children') could look really really good. Also I hope there's still some room for surface effects for things like Lava/Water/Slime/Teleporters/Jumppads/etc so they still look really cool and *look* textured. Maybe also some kind of vector art surface decals could be really nice too (splat some beziers onto the surfaces or whatever, similar to the existing decals minus the textures but user creatable) ? Anyway, lots of new possibilities this opens up, I look forward to seeing what you guys come up with =D
  19. chronokun

    Q3 .map -> Reflex .map converter

    Well, the source code is there so I suppose technically you could make it do anything but it's probably not that easy just yet although that's certainly the end goal
  20. chronokun

    Q3 .map -> Reflex .map converter

    I've been building a brush-based procedural map editor, it's not yet really that usable but so far it can create brushes and export to reflex maps. Basically the maps are described procedurally using functions written in AngelScript and it generates brushes from them. =) GitHub: https://github.com/chronokun/CkMapEditor Download: https://www.dropbox.com/s/hzxdij1tvvh23t7/CkMapEditor_r0.zip?dl=0
  21. If you had feature 7 Then this would just be a case of doing this to BrushA using each plane of BrushB as the clipping plane one after another keeping the positive side of the cut and dropping the negative side each time. But it makes a mess pretty quickly =)
  22. chronokun

    Format of Brushes in Reflex

    Dunno, but things like having missing faces would presumably not work or coplanar vertices/faces - that sort of thing but there's probably other ways to have broken brushes that I'm just not thinking of or haven't ran into. I guess having too many faces isn't 'rejected' if you say it crashed, most things it seems to just delete the brushes.
  23. chronokun

    Format of Brushes in Reflex

    They are: texture_offset_u, texture_offset_v, texture_scale_u, texture_scale_v, texture_rotation and the last bit after the indices is the material. Also, yes, Reflex rejects any brushes or faces that are convex or incorrectly wound or otherwise invalid.
  24. chronokun

    0.34.2 - Unmeltable steel beams

    what does r_zprime do? also is there any reason to turn it off? Edit: Is it like a Z pre-pass only filling the depth buffer and not requiring any fragment shading before rendering materials, normals etc. to the G-Buffer or something?
×