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  1. To celebrate the launch of this series I will be hosting a newbienight Sunday, March 18th! Information : http://forums.reflexarena.com/topic/4729-reflex-newbie-night-announcements/?do=findComment&comment=36884 Reflex itself is an extremely hardcore game, and yet we have such a great new player friendly community. It's something special to have both, and our responsibility to maintain that by investing in future competition and future competitors. These tutorials have been a long term project of mine where I've tried to incorporate everything I've learned from teaching players into a compete series that will give all the guidance necessary to become competitive at Reflex in a short period of time. Thank you to all the new players who indirectly (or directly) helped out with this series. Watching you guys improve at Reflex has been a ton of fun for me. This series is split into [Basics] and [Patterns] sets. Since the goal is providing the best tutorials possible, I will be releasing them in groups so I have the ability to improve the later videos based on feedback. [Basics] [Reflex Basics 1] Getting Started in Reflex [Reflex Basics 2] Introduction to Duel [Reflex Basics 3] Basic Item Play [Reflex Basics 4] Factors that Determine Fights [Reflex Basics 5] The Secret to Improvement [Patterns] [Reflex Patterns 1] Things that Matter in Duel [Reflex Patterns 2] All Starting Spawns [Reflex Patterns 3] The Catalyst Guide [Reflex Patterns 4] Pocket Infinity Guide [Reflex Patterns 5] Furnace Guide Link to Playlist : https://www.youtube.com/playlist?list=PLoszoDtQjpErdTa8k21We228JOwZnkhRV Feel free to ask me any questions on discord and I'll answer as soon as I can - DazedSpartan#3488. If you are a new player, add me on steam and I will help matchmake you with other new players to play- http://steamcommunity.com/profiles/76561198042185286 I encourage competitively minded players of all levels to participate in Reflex Monthly Cups- Most importantly: play more Reflex!
  2. Cat_Smoker

    Some Frag Vid Tips and Tricks

    I've had a few people express interest in the process I go through making my frag vids, so here's some info that'll hopefully help anyone who wants to do something similar. Disclaimer: I'm well aware that I'm not some 'golden standard' and I'm not trying to speak from a point of authority. I'm ever learning and looking to improve what I put out. My hope is that I can at least give some basic tips/background to help others who want to make similar content. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Software I use - Nvidia overlay recording @ 1440p, 60 fps, 50 mbps - Sony Vegas Pro 13 Collecting clips - Make a point to not grind for frags or set content deadlines. Just have fun and let the cool shots gradually build up. - Marker everything that might be usable --- Even if it seems kinda meh, it might still look good chained together in a fast sequence as a tempo builder. Maybe it won't, but at least you'll be able to review it and decide once you start to build your vid structure. - Grow comfortable with omitting stuff that doesn't meet your standard when recording. Try to mentally rank your content and enforce a quality threshold for keeping a clip. - Come to a decision on roughly how long you want the vid to be. Decide how long you want the intro, outro, and credits to be. - Try and chip away at the clip collection process whenever you're in the mood - It feels far less fatiguing to record clips in chunks of 20-30 than leaving all the replays until the end of your collecting process. - When clipping, I like to leave 5-10 seconds before and after the frag/highlight, so that I have more transition options when editing. - As you clip stuff make sure to name and rank it (discussed below). - It's a good idea to rewatch clips as you build up your collection so you can get a feel for how far along you are in the process. - Keep an eye out for potential opening and exiting clips. - Try and keep a mental note of frag patterns and potential clip-chunks of similar content that you can link together. If you find a good pairing for a transition make note of it or group them together into a subfolder. - When you think you have enough content, sit on it for a few days. I like to re-evaluate the clips I've collected and try and form a mental picture of how I'm going to structure things. This gives me a much better indication of whether or not I have sufficient (and sufficiently good) content. Recording content - Make sure you have a replay config set up with minimal HUD elements (I've attached mine below for reference). Some stuff like crosshair and health/armour can be fine, but obscuring the screen with too much junk can be annoying for the viewer. Make backups of your game and replay files in case you overwrite something. - You can use GoaLitiuM's HideEditor lua script (attached below) to add a 'ui_hide_editor' console variable. Binding this as a hotkey allows the complete toggling of the replay editor (without the maximise editor button still showing while minimised). - Your replay config should have binds for jumping to markers, and for skipping back and forth both in large and small chunks. Binds to mute/unmute in-game sound are also nice. - When recording out-of-body content, make sure to click the 'detach' button in the replay editor menu to remove the 'cam point' objects from the scene. Content ranking - I find it easiest to manage my clips if I give each a rating/sort into folders. Usually just 1-3 as: --- 1 = stuff I'll probably chuck but might be able to incorporate in a frag chain. --- 2 = good content that I want to make up the core of my vid. --- 3 = awesome stuff that I want to have as the centerpoints of my vid. Naming convention - Because I focus heavily on transitions I like naming each clip as 'Map_transitionin_transitionout_description'. e.g. cata_rjin_teleout_180_midair_rocket_rail.mp4 Combined with rating categorisation this helps a lot when constructing the vid layout and linking transitions together. Picking the right music - Figure out the kind of tempo and tone you want your vid to have and pick accordingly. I try to base my clip grouping/order around the music as much as possible. In my experience kind of laid back music with mid-fast tempo works well, but it really depends on the kind of tone you're going for. - I'd recommend creating a playlist in whatever music program you use specifically for storing potential frag vid tracks you encounter. Editing - Don't overdo it, try and minimise distractions - the gameplay should be the centerpiece of the video. --- I've watched way too many frag vids that are ruined by janky over-editing that takes the viewers eyes away from the action. I try to avoid stuff like colour/saturation adjustments, flashes, slo-mo, excessive out-of-body cam etc. - Clearly define an intro/starting build-up. Figure out the tempo you want to enter into the vid with, and hit the ground running. - Build up to a few climaxes throughout the vid, and centerpoint them around the music. Try to manage the tempo of the frags to the tempo of the music. - Wherever possible try to arrange same/similarly coloured maps into small clip chunks. This can help reduce sudden 'jolting' variations in the viewers vision, as the colours don't change as frequently/drastically. - Similar as above with frag types - chaining a sequence of similar frag type clips occasionally can work nicely to build a bit of continuity in the vid. Transitions - There are kinda three main transitions I try and adhere to whenever possible: --- Rocket Jump Transitions - Frame synced so that the explosion is the first frame of the transitioned-to clip. Try to match up the angle and speed of the rocket jump for both the original and transitioned-to clips. --- Teleporter Transitions - Frame synced to tele entrance/exits. Very easy to incorporate in some instances and should be taken advantage of whenever something like an RJ transition isn't possible. --- Spin Transitions - Merging two clips with similar aim spinning (usually helps to overlay 1-3 frames for the transition to smooth things out). For these it's important to ensure there's as little clutter/colour change as possible in the spin the transition (this dictates 'how much' of a spin I'll leave for the first clip before transitioning to the second, and what frame I'll start the second clip from). - Layered clip merging by 2-3 frames can help smooth out slightly janky transitions/necessary jump-cuts. Most importantly, be proud of your work! If you're not genuinely thrilled with every new video you release, you're doing it wrong. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here are some example stats from my previous video, Take Two - 96 clips used - 264 clips equating to 36.9 GB of stored content - 271 replays reviewed - 10 preliminary songs - No proper counter on man hours, probably around 20-30 (Cut down a lot from my previous vid due to improving and streamlining my workflow) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Thanks Owl for the topic suggestions and improvements If anyone has any specific questions feel free to post them here or hit me up in discord. replay.cfg HideEditor.lua
  3. lolograde

    Replay Editor Guide

    Here's a brief guide to Reflex's replay editor. (FULL DISCLOSURE: I am not an expert. If I've explained something inaccurately or poorly, please let me know.) BEFORE YOU BEGIN EDITING 1. Bindings: You can find all the useful Reflex Replay Editor bindings through the menu --> Options --> Bindings. Use the drop down menu to select Replay Editor: 2. Config: Before you start, always take a few moments to make sure you've got your config the way you want it. Graphics settings, FOV, weapon offsets, force enemy colors, frame rate, depth of field, HUD details, etc.! It is extremely frustrating to start a big project, get half way through, and realize there's an issue with the config. So it is worth a little patience to test out your config before you start! 3. Disk Space: If you plan to use Reflex's re_export function, make sure you have enough disk space. Re_export essentially produces an image sequence, individual PNG image files for every frame you export, which you will eventually want to combine into a video file. Think about it this way, if you export 5 seconds at 60fps and each image is 1MB (at 1080p resolution), that's 300MBs for just a 5 second clip. If you're planning to make a movie longer than 5 second, please keep that in mind! USEFUL CONSOLE COMMANDS The Reflex Files wiki page has a useful list of these console commands located here: http://wiki.reflexfiles.com/index.php?title=Category:Replay_Command. Some are out of date (like re_showtimecode is, sadly, no longer a working command), but most should still be active and working. With the addition of the new Replay Editor HUD, many of the console commands do not need to be used. However, there are still some commands that you won't be able to find on the HUD that may be useful to note: re_set_angle: Used to set camera angle rotation. First set your keyframe and then, without moving from the keyframe, use re_set_angle to update the keyframe's camera angle. re_set_fov: Used to set camera field of view. First set your keyframe and then, without moving from the keyframe, use re_set_fov to update the keyframe's camera FOV. re_export_frame_rate: Used to set the number of frames per second exported. r_depth_export_scale: Used to set how far the depth of field image sequence looks. See Nathan's Depth of Field tutorial for more details. LOADING A REPLAY 1. Lower the console with ` (tilde) and type "play <replay file name>" (without the quotations). For example: 2. When you load a replay, you'll notice that the "timeline" is filling up. That means it is loading. You won't be able to drag the timeline further than where the replay has loaded to. For a 10minute replay, it may take 20-30 seconds to fully load. REPLAY EDITOR HUD 1. MODE: This button lets you toggle between the "EDITING" and "WATCHING" mode. EDITING mode is what you use when you want to make a third-person camera which moves (this is explained in more detail in the "CREATING A SIMPLE CAMERA" section). WATCHING mode is when you are either just watching (duh) or when you actually want to EXPORT. 2. SAVE: I believe SAVE lets you save your camera work. So when you reload the replay later, you can still see the camera path and keyframes you've added to the replay. 3. REPLAY CONTROLS: The outer two arrows (double arrows and bar) are for previous/next keyframes, the second and fourth arrows (single arrows with bar) are previous/next frame, and the middle is play (re_speed 1). 4. MARKERS: If a replay has markers, you can scan to these with PREV or NEXT. 5. EDIT KEYFRAMES: When you want to create a third-person camera, these buttons are the key! ADD and DEL are pretty self-evident. You can use UPDATE to change the placement/angle of a keyframe ONLY if you're at the current keyframe in the timeline. 0 ROLL resets the camera roll angle. RESET, I believe, clears your keyframes. 6. PLAYERS: There's a drop down menu that lets you select which POV you want to view. If you're in WATCHING mode, simply select the player's name and then select ATTACH. If you're in EDITING mode, then selecting DETACH will let you move the camera freely around so you can do some camera work. 7. EXPORT: The START button starts the exporting process. It will export at the framerate determined by the console command re_export_frame_rate. It will also export depth-of-field images (as a separate image sequence). It will export the number of seconds (game time) you've selected in the drop down box. If you want to export some alternative number of seconds, you would need to use the console and type "re_export <seconds>" (without the quotation). For example: re_export 11 8. SECONDS: A convenient way to set the number of seconds you want to export. KEYFRAMES Keyframes are essentially "key" frames that determine a camera's path. By adding a keyframe, you're telling the game to have a camera at whatever given point-in-time, place, angle, and/or fov that you're currently at. Then at a different point in time and place, you may set another keyframe. The replay editor will then linearly interpolate (or "lerp") between the two points (time, position, angle, and fov) to make the camera's movement look smooth. How these keyframes are used to create a camera path is demonstrated in the video below, "Creating a simple camera in Reflex Arena's replay editor". IMAGE SEQUENCES Once the exporting is completed, you will have a new folder in your Replays folder named the same as the replay you're exporting that contains the image sequences. There will be a folder called "colour" for all the normal, color images. If you've also selected DEPTH, there will be another folder called "depth" which contains the depth of field image sequence. You will need some software to combine the image sequences into a movie file. I believe there's quite a few out there but a free, easy to use program that I prefer to use is VirtualDub. To do this with VirtualDub, open the first image in the image sequence folder, colour or depth (File --> Open Video File), set the desired frame rate (Video --> Frame Rate), and then "Save As AVI". NOTE: Keep in mind that VirtualDub does not compress the images at all! It simply combines the images into a sequence in the AVI file format. Therefore, the AVI file size should be at least as big as the sum of all the image files which, depending on the length and resolution of the images, could be multiple GBs in size! AUDIO Unfortunately, I do not believe Reflex Arena's replay editor can currently export audio clips with the image sequences. Getting the audio will need to be done separately from the EXPORT process. To accomplish this, you'll need to play the replay at whatever speed you're exporting at (e.g., 25% speed or re_speed 0.25) and capture the audio with some capture software like Dxtory. REPLAY EDITOR BASICS <Video coming soon of basics of loading replays, using HUD, moving camera, exporting, etc.> CREATING A SIMPLE CAMERA CREATING A CAMERA WITH CHANGING FOV DEPTH OF FIELD Nathan (of ArenaFPS) has a great tutorial on using Reflex's depth-of-field function. You can see that here:
  4. Ramagan

    Reflex Duel Guide

    I'll be starting a Duel guide series on youtube, mostly aimed at current and upcoming duelers that want to improve. Feel free to provide feedback on the videos and suggest topics you want to cover, the first few videos will be about the basics, I'll probably go into the more advanced stuff as the series goes on. Playlist 1. Introduction 2. Fundamentals 3. Movement Thank you for watching !
  5. CTF Voice comms guide: In general: - When calling out when an item will spawn, use the amount of seconds left rather than the respawn time, since players use different clock directions (counting up vs counting down) - Keep it short and concise, most of the time people will get what you mean through the context of the game. For instance, if you start yelling "HIGH HIGH HIGH" just after your flag was taken, your team will most likely understand that the enemy flag carrier is trying to escape through the high route. - Call out Powerup times example: Quad in 20 seconds - Call out the position of enemy attackers example: one high entrance - Call out where the enemy flag carrier is going example: low, plasma side example: crossed (meaning he crossed mid and went into the enemy base) - Call out when you do significant damage to the enemy flag carrier/powerup carrier (think 80 damage or more) example: railed quad example rocketed flag - Call out when you kill the enemy flag/powerup carrier example: quad down at our entrance - Call out the position of enemies when your team has the flag example: three mid high - Call out when you take a powerup example: got quad - Call out when you're low on health and armor with flag/powerup, so a teammate can come to you to take it over after you suicided example: got quad but I'm low, come take it - Call out to the flag/powerup carrier which items he can take freely example: upper ya up for flag/quad - Call out when (and where!) you need help when carrying the flag (especially during a cross cap) example: need help at flag room - Call out the position of the enemy flag carrier during a cross cap example: enemy flag carrier high at rl Attackers: - Call out when enemy armors respawn, ideally you wanna be there with both attackers to steal it example: upper ya in 10 seconds - Call out when you're ready to attack the flag (in other words, when you have at least 100 armor and preferably a rocket launcher) example: ready to attack High defender: - Call out when enemy attackers are going for an attack on the flag example: incoming high lg side - Call out whether or not the certain base areas have enemies in them when your team has the flag example: high clear Flag defender: - Call out where the enemy flag carrier is going example: flag at high yellow - Call out when you're away from flag to restack example: leaving flag [...] back at flag Don't: - state the obvious example: returned the flag (your team should know this through the hud) - mix up the priorities example: saying the enemy base yellow will be up in 10 seconds when your team is battling a quad in your flag room - rage in voice comms example: how does this fucking faggot noob hit these lucky airrockets FUCK (we don't need to know when you died) example: shit they're already up 8 and it's still 10 minutes left (motherfucker we know that just play) - brag in voice comms (the most commonly broken) example: DID YOU SEE THAT SICK FUCKING AIRSHOT RETURN YOU CUNT I'M SENDING THAT TO CRAZYAL Tell me if you think I missed something. Location callouts with screenshots for the most popular maps coming soon.
  6. Are you stuck in the past? Are you incapable of adapting? Does change scare you? Then you sound like the kinda guy who wants to use the same sensitivity value in Reflex as in Quake 3. Luckily for you, after messing around with mouse-sensitivity.com extensive research, our scientists have managed to isolate the secret they don't want you know to allow you to use the same sensitivity value in Reflex and Quake 3. For only $49.99 A find of this magnitude belongs to all of humanity, so here it is for free: put 3.839733 in the post-x and post-y multipliers in the advanced mouse settings I know what you're thinking, you're thinking "but pill I have 1337 config hax, I don't use a default m_yaw or m_pitch in Quake." We too had this problem and while at first our scientists were stumped, after many long nights bend over the table, pounding away at the problem, we devised a scientific formula: ([m_yaw or m_pitch value here] / 0.022) * 3.839733 In all seriousness, the reason I did this is because whenever I mess around with my sensitivity, I find it hard to connect the numbers in Reflex with the resulting physical cm/360. In Quake I knew certain values by heart and I knew how much of a difference a 0.2 increase would make compared to a 0.5 increase, so this way, I know what I'm doing when I'm changing things. I also suspect a lot of people coming over from quake/source will like this as well.
  7. armitagebron

    I am so bad at movements...

    Hello! I'd like to play in fast paced shooters for a long time. I've started with Quake Live, now I've got Reflex. But I have the same issues as always. I'm really silly with movements. Of course I looked up for guides(from Kovaak and others), did some practice and pure playing, although I'm still very bad at all. Here is a demo video, where I'm trying some movements. Can you watch it please and give me some guidance?