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AEon

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  1. Like
    AEon got a reaction from BlazeDillon in Post your WIP screenshots!   
    promEUs,
    those shots all look really beautiful. I love the theme. And the "dig" / mine shafts look very convincing, neat.
  2. Like
    AEon got a reaction from MAD_JIHAD in Fuse Modeling Program 1 Day Steam Sale   
    You guys should be aware this is not a full blown modelling tool, but one for professional modellers who want to systematize their model collection, to be able to interchange assets, clothing, hair styles and the like. Anything YOU want to create new seems to require external modules for extra money and there was also mention of some monthly fee that is above the cost of the tool itself.
     
    I recommend reading some of the negative comments first. To be clear what the tool will do and what not.
     
    Only mentioning my impression from the forum posts. So be aware .
  3. Like
    AEon got a reaction from slobo^- in The Console Commands of Reflex   
    Update: For the latest Alphabetical List of Console Commands see the wiki!
     
     
    There does not seem to exist a text version of the console commands. I put it together, mentioning default values and bindings I use (as inspiration). In  many cases I added short descriptions, seeing all this as a possible starting point for a future wiki... There are many commands marked with ???, where I have no idea what the command does.
     
    Will be updating the below "raw" edit, as things get along. If anyone knows what the commands do, or has tips, post them in this thread.
     
    Edit:
     
    Moved the keylist here, to shorten the main post of commands:
    // Keylist // ------- ... valid <key>s and their names used in "bind <key> <command>": a to z                      // letters, (German keyboard: öäüß fail!) 0 to 9                      // number keys . , [ ] / ; "               // other keys, [ ] / ; " fail to work on DE keyboard mouse1 to mouse5            // mouse buttons 1 to 5, if available mousewheelup                // the mouse wheel mousewheeldown numpad0 to numpad9          // numbers on numerical keypad numpadmultiply              // NK * numpadadd                   // NK + numpadseparator             // NK Enter ??? numpadsubstract             // NK - numpaddecimal               // NK . (US) or NK , (DE keyboard) numpaddivide                // NK / up, down, left, right       // cursor keys f1 to f12                   // function keys ctrl, alt, shift, capslock  // modifiers, rebinding alt & shift is not recommended! tab enter backspace space pageup, pagedown            // key block above cursor keys end, home insert, delete
  4. Like
    AEon got a reaction from BlazeDillon in Post your WIP screenshots!   
    promEUs,
    those shots all look really beautiful. I love the theme. And the "dig" / mine shafts look very convincing, neat.
  5. Like
    AEon reacted to MAD_JIHAD in Post your WIP screenshots!   
  6. Like
    AEon reacted to newborn in Reflex 0.42.0 - Blaze it   
    Major features:
    Vastly improved sky system New official CTF map: Skytemples by PromEUs Fixes/Improvements:
    Increased sun intensity and updated bloom thresholds Fixed crash bug caused by delaying registration of Lua widgets (was occurring with kovhud + dp2hud) Fixed issue where local angles were sent during map change even though they were supposed to be zerod. SMAA is now correctly performed in gamma space (meaning it actually does something now). Added a bunch of new Ancient Japan themed meshes, all of which can be seen in the new Skytemples map. Made pickup holograms slightly more saturated.  Notes for mappers
    You will want to update your maps with new sky settings. Any liquids in your maps will need their colors updated Any glowing materials you used may need tweaking
  7. Like
    AEon reacted to promEUs in Post your WIP screenshots!   
  8. Like
    AEon got a reaction from nyro in Post your WIP screenshots!   
    nyro, I really like the lighting on the vertically aligned corrugated metal walls, works really well with the clean walls and looks quite intriguing.
  9. Like
    AEon reacted to MAD_JIHAD in Post your WIP screenshots!   
  10. Like
    AEon reacted to nyro in Post your WIP screenshots!   
  11. Like
    AEon got a reaction from Electro in AEpyraR2 - AEon's Pyramid for Reflex 2   
    New PC and this map from:
    Win 7 Pro, Intel Core i7 920 @ 2.67GHz,  6.00GB DDR3 @ 534MHz, 1024MB ATI Radeon HD 5850 to
    Win 10 Pro, Intel Core i7 6700K @ 4.00GHz, 16.0GB DDR4 @ 1068MHz, 6GB NVIDIA GeForce GTX 980 Ti (Gigabyte). Running about in this map I got 50-70 FPS with gfx settings pretty much up there, but with the new PC all settings at maximum at Full HD, I get 330-360 FPS... woha! Oh, on lowest gfx settings the map runs at ~1300 FPS... Map compile time used to be 23 minutes, with the new GPU it's down to about 2 minutes.
    So there will be no more whimpering from me about FPS and Reflex... on the contrary... Reflex is running too well
     
  12. Like
    AEon got a reaction from KOKOS in Reflex 0.40 - Statistically insignificant   
    That should really help some of the out there mappers. I only did a very little mapping, and really missed this. Whee...
    Great work on all the other updates...
  13. Like
    AEon reacted to EternalRage in 0.39.3 Point Release   
    Things are coming along nicely.
    I really think it would be worth your time to invest in some kind of Single Player campaign of some kind.  Where the player fights bots of increasing difficulty.  I remember reading the Unreal Tournament developers saying that way more people play the single player, than the multiplayer.  I think when the game officially drops, having said bots intact would be highly beneficial. 
    But who knows, the culture of gaming may be completely and totally different now.
  14. Like
    AEon got a reaction from rekk0r in Reflextrain   
    Creating depth in a map's view using even more of similar geometry is really appealing. One used to avoid that to not boggle down the FPS, making your map unusual in that respect. But Reflex seems to be better at coping with so much brush-based geometry. Very elegant.
  15. Like
    AEon got a reaction from rekk0r in Reflextrain   
    Creating depth in a map's view using even more of similar geometry is really appealing. One used to avoid that to not boggle down the FPS, making your map unusual in that respect. But Reflex seems to be better at coping with so much brush-based geometry. Very elegant.
  16. Like
    AEon got a reaction from rekk0r in Reflextrain   
    Creating depth in a map's view using even more of similar geometry is really appealing. One used to avoid that to not boggle down the FPS, making your map unusual in that respect. But Reflex seems to be better at coping with so much brush-based geometry. Very elegant.
  17. Like
    AEon got a reaction from Flakx in Reflex 0.39 - Arbitrary gibberish   
    Wow... you guys really have been working. Neat update.
    Still rooting for bots and even more so level editor editing tools updates .
  18. Like
    AEon reacted to promEUs in Post your WIP screenshots!   
    Updated thct7 is now out on the workshop publically

  19. Like
    AEon got a reaction from Electro in I made a shipping container (prefab/asset)   
    We really could use a save selected items and (load them again)... also a save/load of complete prefabs by now.
    Nifty container design. You might like to colour the lock mechanism in some form of grey... to give it more depth, and to help container users with the colour choices off the bat.
     
  20. Like
    AEon got a reaction from Skytoon in How to access all the meshes.   
    Well I was bored so here a list of ALL meshes under 0.38 that are in the .pak files with relative paths. It should be possible to copy/paste them into the Reflex editor string fields to manually add them:
    Reflex 0.38 All Meshes in pak files v2.txt
    Updated: Using "/" instead of "\" to delineate the paths.
     
  21. Like
    AEon got a reaction from MAD_JIHAD in [Mapping Tool] Reflex Effect Randomizer (v0.1)   
    I was hoping that would be the case (though as soon as the map is not exactly on edge to 0 0 0, a mirror would be less trivial), plus all teama items get cloned and renamed teamb, plus some of those team specific materials. A rotation optionally would also be nice. MiriX the tool that does this for Q3A, also let you add lists of things you'd like changed pre/post mirror. E.g. you could define coloured light fields, and have them turn from e.g. red to green.
    I am also thinking that maybe it might be required to use a special brush that defines the mirror plane... maybe...
     
  22. Like
    AEon got a reaction from spessu_sb in [Mapping Tool] Reflex Effect Randomizer (v0.1)   
    Kovaak,
    thanks for putting in the work... its great to see folks that can do such things (i.e. program). And also create tools with interface. I am from ANSI C times where all was console command driven... no interfaces, since those would not compile on other platforms (Win, Linux, Alpha, etc.).
    This is probably asking a bit much, but a tool to mirror/rotate a CTF teama map to create the full CTF map (teama and teamb) might be something the CTF mappers (including myself) would really really love and it would be used a lot I am sure. Just mentioning this should you have some time on your hands .
  23. Like
    AEon reacted to Yasashii in 0.38.2 Point Release - Holiday violence!   
    At the moment there are 3 grass meshes. They are designed to work together when placed in this order. 
    - grass_128
    - grass_fade_01
    - grass_fade_02
    One end of grass_fade_01 has the same density of grass_128 and gradually reduces density as it reaches the opposite side, grass_fade_02 then continues this with a much lower overall density to give a smoother look when going from no grass to grass.
    Here is all 3 in action.

  24. Like
    AEon reacted to newborn in 0.38.2 Point Release - Holiday violence!   
    Updated default melee, hostile, gibs and plasma gun to be a bit more "festive". Added Christmas map variants PRDM1-ashur-christmas - Christmashur PRDM3-christmas - Christmas is ruined BDM3-christmas - I'm dreaming of a fullbright cyan Christmas Updated DP8 (by def) Updated the default map rotation Added some egyptian meshes Added a heap of environment meshes. Added some Christmas themed meshes. Added snow effect Added materials: dirt, ice, snow, mud Added barbed wire meshes to the Industrial set Added grass fades for nicer blending between grass/no grass. Fixed yet another fullscreen bug. Minor performance / VRAM optimisations Updated menu tiles Players can now always see cosmetics that they own, even if they're not available from the store
  25. Like
    AEon reacted to newborn in Shadows are broken on ctf monolith   
    They're not broken, high quality shadow maps are just really, really expensive -- they redo the shadow map every frame, which isn't fast. We've actually talked a few times about either removing them from the options menu or entirely removing them from the game. This is why the "High" preset still uses "Medium" shadows. Realistically, high quality shadows should only be used on insanely powerful PCs, or while exporting a replay to be turned into a video.
    The 4fps area you're in has a fan in the ceiling casting a realtime shadow, probably overlapping other lights also casting realtime shadows. It's going to hurt ;).
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