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Devil

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Devil last won the day on December 21 2014

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  1. Opening Song Right Channel

    It's been a while. Launched the game and was immediately greeted with a piece of music during the menu system that is primarily playing in the right channel of my headset. I can hear mostly wind sound effect in my left channel. I'm on a logitech G930 but I imagine it would be the same for anyone using a good stereo headset to tell that the music is mostly only playing in the right ear.
  2. 0.33.4 - Fancy UI stuff

    Ever since 0.32 the lightmaps have been unrealistic. Been waiting patiently to see them come back. Perhaps I'm doing something wrong in my settings. Lightmaps used to have realistic lighting where dark areas were pratically completely black if a light wasn't in the area. Here's a room that should basically be completely pitch black except for light coming from the the teleporter and 1 small overhead light. You shouldn't even be able to see the gun in front of your face. Yet the entire room is worldlit and looks like garbage in terms of realistic lighting. Just wondering if/when we'll see a return of realistic lighting with baked lightmaps. Also for training maps the powerup icons are undesirable. Kudos on the UI system. Lettering is really crisp. Can't wait to start messing with some UI designs. Great job.
  3. Screenshots look really good. Looking forward to playing it someday.
  4. I'd like to see a HUD customizer that allows you to place, add/remove elements, save them, and upload to steam workshop. The possibilities with LUA are only limited to what data will be available for display. Most of the stuff I'm reading about is related to the HUD but what else can be done with LUA? I've seen unique mini-games created with LUA in Garrys Mod. Perhaps something like that will be possible. The drug dealer game for example was always kind of popular but I'd hate to think of Reflex degenerating into G-Mod. The thought alone is cringe worthy.
  5. Regarding Light Maps

    It's the cvar r_shader_quality 2 that causes the lightmap atlas to show up as a texture. This is the same thing that happened back in .27. I didn't update my config since .29 and when I added the new variables into my custom config (copy/paste from high res config) sure enough this issue showed up. I was using r_shadow_resolution which has been deprecated in favor of r_shader_quality. That's probably why it showed up for you in editor.cfg and not in game.cfg (or vice versa) as the cache file rewrote itself to include the new cvar. Also it appears as though this has completely killed off realistic lightmaps. There isn't a dark corner in my map anymore. It's all fullbright even with a built lightmap. I have yet to delete my config and allow steam to update and replace it with .32 configs. Will try that and report back.
  6. Relfection Probes?

    What are reflection probes? Where and how are the best ways to use them?
  7. Regarding Light Maps

    Ahh this makes so much sense now. The atlas image is actually being used as a texture. I think that's the same kind of thing that I've been experiencing since .27. Sometimes they'll blink and glitch out yeah. I haven't seen such a clear example of this until now. Really neat image. Have you tried doing nolight and other optimization techniques? It can help cut down on the atlas size and perhaps help to temporarily alleviate this issue. Obviously something that still needs to be looked into.
  8. Welcome to our new UI subforum.

    That's going to be cool for UI designs. Sounds like you're really happy with how it's shaping up. If you're excited then I'm excited. Arguing about timer scripts is pointless guys. They've made the decision they are the wielders of the flame. Deal with it. Yes it will lower the skill ceiling but that's a good thing for a new game trying to get players interested. It's the one reason why I never cared to play duel. The skill separation is too high unless you want to spend months practicing on like 3 specific maps just to have fun. It's why I stuck with CTF and TDM where teams even that out naturally. Just goes to show that developers have hit a home run again and people don't even realize it because they're too engrained in old habits from Quake. This isn't Quake and this is another thing that will help separate it. The more things that can be different from Quake then perhaps the more people will stop comparing it to Quake. If I wanted to play Quake then I'd go play Quake. I say Kudos and brav-frickin-O. Now how about the group select for mappers?
  9. Devils DeFlex

    I've been waiting for the editor to get some needed features but still check in occasionally after each update. Latest update has improved lighting somewhat. No more flickering lights with a built lightmap that would give anyone an epileptic seizure. However now the lighting doesn't seem to act as realistic. There are not dark corners everything seems to have world lighting on. It also took me 2x longer to build the lightmap at about 5 hours. A lot of time spent doing optimizations seems to have gone backwards with the lightmap build time. Everything also seems low res textures and not as nice looking. Dustin said there was some cvar I had to use now to get the texture res up but forgot what it was. Need some tips to help get back to normal. I think the last time I looked into Deflex was .30 it's been a while. Just thought of something, probably stil using the old config. Perhaps deleting it and refreshing local content would help. Also I'm still in the steam beta is that no longer recommended for latest updates?
  10. Then the title should be changed because it implies that the next update will have assets removed. It only affected 1 particular update which already happened 3 months ago. Topic is no longer relevant as a sticky. Time to change the title or remove from sticky (my opinion). Also in the future if assets are removed will the developers please make a specific list of asset changes so it can be documented in the wiki. That particular update left map designers guessing as to exactly which assets were removed. Some were left in that we were warned would be removed and some were removed that we didn't think were going to be. Wiki documentation if released the same day can really help map designers plan ahead or search for those assets and make changes.
  11. should i start mapping now? or wait....

    You can start mapping now sure! Learn the basic way the editor works now and you'll be better off in the future as features are added. The way the editor works will not change, only the capabilities and layout of it. I'm sure they'll ensure that the maps made today will be compatible with future versions. The problem is that as new capabilities are added you'll want to update your map. When they introduce curves for example you'll want to change a lot of sections of your map. So reworking maps is to be expected. Why try to polish a map now when you'll feel compelled to rework them in the future. No sense in redoing work with every update other than as a way to get familiarized with new features. What people are doing right now could be called basic layout design. If you go into it with that mindset you'll be much better off in my opinion. Models, sprites, and volumetric elements haven't really been added or even a way to add your own. Starting map making today is a big advantage as you'll be able to see others creative layouts and improve upon your own ideas. By the time this game is released I'm sure there will be a whole bunch of extremely high quality maps with awesome layouts because of all the preliminary layout work everyone is doing right now. Being familiar with the editor and seeing it develop and grow is part of the fun of this particular early access. Don't go make a map and call it finished because that would be delusional at this stage. If you've seen the concept screenshots of what this game will eventually look like you know what I'm talking about.
  12. Development Roadmap (February 2015)

    Designers will build stairs and walls to either allow for damage or not. Damage through walls and the thickness required is a game developers decision. It doesn't matter how thick/thin those tolerances are because mappers can always build thicker stairs or walls. This is not a mistake, it is design decision.
  13. Looks like the well known corner bug. You can see the angle in the wall right where he gets stuck. It is speed dependent but it's not 2000ups. It just so happens that when you are reproducing the issue that your map forces you to fly that fast due to the bound pad. You could reproduce it by adding a floor and running into the same spot at much slower speeds say 300ups. It's the angle in the wall that's the cause.
  14. Development Roadmap (February 2015)

    I've been lurking and waiting patiently for the map editor tools to get improved. At the very least the group select and rotate will get me back in to make more optimizations to Deflex. The way textures and tint system will be handled sounds like the idea I suggested a while ago. It will give map designers a nearly unlimited color palette to work with while reducing overhead. I have a question though, did it reduce overhead as drastically as hoped? Hopefully the tint system itself hasn't added overhead to make the gains negligible. Can we get some before/after metrics. Just interested to know how much it really helped.
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