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Reflex 0.38 - Gooey

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After a few weeks of teasing, its time to release 0.38 on to the unsuspecting public. Some of the major features to check out once your download bar hits 100%:

  • A ton of new gothic themed meshes, many of which are showcased in the newly included map Ruin (PRDM3) by PromEUs.
  • The long awaited mouse acceleration, with unmatched control over the acceleration curve. There's a ton of settings in the menu to give you the feel you want.
  • Some minor gameplay tweaks with a slightly buffed Ion Cannon and a significant improvements to the player respawn system.
  • The usual squashed bugs and tech cleanups (such as getting maps ready for workshop integration, fixing bloom, etc)

Primarily though, this update brings a major refresh of our menu system, in preparation for features like workshop integration for maps and HUDs, matchmaking, XP, friends lists, etc -- all the Steamworks features that players have been not-so-patiently waiting for. As the very first step, we've integrated one of the features in surprisingly high demand: cosmetics. We know a small number of players (burned by other games) are a little uncomfortable with the idea, so we'd like to address some of these concerns here (rather than in angry forum posts).
 
First up, some players feel that it's in poor taste to release cosmetics before the core game is considered complete and historically we've agreed with them. But for this update, we felt the time was right. On the code side, adding this support was pretty trivial, taking only a couple of days. Art of course took longer but with shooter busy on UI, they were a good candidate to be developed in parallel.
 
During the development of these cosmetics we have also honed our art style to give a much improved look for weapons and we are eager to start applying this direction to the core weapon set. Being able to spend a couple of weeks developing our look like this has been hugely valuable and we've barely scratched the surface.
 
The cosmetics also give players a way to support the project without us begging for money. We've never been huge fans of taking pure donations and things like Kickstarter or Patreon eat a surprisingly large amount of development time (easily more time than we spent on cosmetics). This is also the idea behind the more expensive, gold, "supporter" editions of some melee weapons -- they're a way for players to throw a bit of extra cash our way to keep us developing while getting some kind of tangible reward.
 
And of course, any microtransactions in Reflex will *always* be purely cosmetic. We will never have items with different stats because we feel that goes against one of the core values of an Arena FPS -- all players spawn equal. This includes ensuring that no cosmetics ever provide a subtle gameplay advantage (such as reducing your visibility to other players). We will also never use them as a way to paywall off things like modes or maps. If you own Reflex, you'll always be able to play any map or mode in it with anyone else who also owns Reflex.
 
If at any point in the future we break any of these promises, you are encouraged to track me down and punch me in the face.
 
 
General

  • Added a bunch of stuff and then took it out again. You'll have to wait until next year.

 
Tech

  • Upgraded to Steamworks 1.35
  • Fixed a flicking/shiny bug occurring with newer NVIDIA drivers, only occurred when HBAO/SSAO was enabled.
  • Added underlying inventory and economy systems
  • Added mouse acceleration and custom curves (special thanks to povohat and kovaak)
  • Added cl_input_subframe again
    • Defaults to off for now, since there's definitely still bugs with it
    • Find them and tell us about it
  • Fixed a bunch of keyboard focus issues between raw input & normal input when lua widgets had focus on subframe input
  • Fixed melee decal projection direction
  • Added PAK file support
    • This should dramatically decrease initial loading times for anyone not on a SSD
    • If you're one of those players who likes pawing through all our assets, pak files are just zips.
  • Savemap is now clientside in preparation for publishing maps to workshop
    • Savemap is also when .light files are written, so remember to savemap after building light.
  • Moved directories: maps, screenshots, replays
    • If you're a server admin using various scripts to update, you'll want to adjust them for the new paths
    • If you've got custom and work in progress maps, you'll have to move them
  • Updated r_bloom (more updates to come, but so far it looks better and runs faster)
  • Removed r_bloom 2/3
  • Reflex will no longer load invalid files.
    • If you've got custom assets, they'll probably fail with an error. Just delete them, they're broken anyway.
    • If you're getting lots of failed to load asset errors, delete your reflex folder (using explorer, not Steam) and redownload.

 
Game

  • Fixed melee on back to be hidden while using melee
  • Added cvar bindResetToDefaults for when you've broken everything horribly
  • Fixed last player in game getting treated as the loser and dropped back into the queue
  • Added worldspawn properties: author, name, min/max players, modes
  • Invalid lightmap message now only shows while you're in edit mode
  • Added fat trace for melees (rather than infinitely thin noodle ray)
  • IC now does 6 damage (up from 5)
  • Spawn system has been fixed/rewritten
    • The way the spawn biasing works has been improved
    • Bias is now correctly based on your killers location
    • Closest spawn is always eliminated

 
 UI

  • Re-write of most game menus and structure
  • Added video links to LEARN section (thanks Kovaak and entik! credits section soooon)
  • Added sign() function to reflexcore.lua
  • We now provide inventory instances & definitions to Lua
  • Lua function bindReverseLookup now takes bindState
     

Audio

  • Added new melee swing and impact sounds
  • Added some menu interactivity sounds

 
Effects

  • Added bloodmaps for melees (the more people you whack, the more bloody things get)

 
Maps

  • Added/updated prdm3, prdm1-ashur and ctf-monolith (by PromEUs)
  • Updated dp4, dp5, dp8 (by def and fht)
  • Updated thcdm13 (by tehace)
  • Fixed CPM3 jumppads

 
 
Art

  • Added new cosmetic 6 melees (crescent wrench, crowbar, hatchet, machete, pipe wrench, pipe, supporter hatchet, supporter machete. Go get em!)
  • Added additional LoD meshes for performance increases
  • Updated fire effects
  • Updated several material intensities for bloom (more still to do)
  • Removed a bunch of unused micro textures (free'd up lots of vram for computers from a decade ago)

 
 
New assets:

  • Gothic (Stone Archways, Barrel, Brick Wall, Dungeon Door, Gargoyle, Angel tatue, Gothic Fence, Gothic Gate, Brazier, Skeletons, Pillars, Tombstones, Cobblestone, Gothic Window)
  • Common (Individual Planks)
  • Industrial (Jail Door, Jail Bars, Grates)
  • Ancient Japan (Stone Wall, Raked Sand)
  • Veg (Grass, Flowers)

 
Known issues:

  • Cancelling a chat message with escape will also bring up the menu if subframe input is enabled
  • Apparently disabling sun also disables showing your player on the profile screen.
Edited by newborn

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Game feels so smooth right now, I can crank my settings way up, get more fps, and the input is not broken. I don't know if its one big change or just the sum of the parts, but the game just feel much tighter! 

The new UI looks fantastic, great job! The new assets / Prdm3 looks fantastic, it was a joy to play on it! I was afraid it would tank my fps but, no.. I love u promeus no homo <3

 

Now, go buy some golden axes so the devs can eat

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I just wanna say thanks, you guys are doing an awesome job! I am really appreciating every single second in-game, might sound gay but i luv u <3

ty again

 

after moving the wip maps in the main folder inside reflexfps>maps, should we delete the old folder?

Edited by Ammazzabanane

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Hmmm... just launched Steam and on autodownload I am seeing a  Paused DISK READ ERROR... and under Library "Reflex - Update paused"... my HDD with the Steam games is fine and there is enough space on that drive as well. Anyone else have the issue?

(Launching Steam, several updates where taking place, I launched Risen 3, which seems to have stopped the Reflex 407 MB download... and Steam itself was also trying to update itself... somewhere along the line something seems to have messed up.)

Moved the hard link from C:\ to the main steam folder and on D:\... and after a cache verification the update finally installed... but now on launching Reflex I am seeing an error:

Reflex: Fatal Error

Failed to load asset: 'base/structural/custom/dev_floor01.material' from disk

 but the file actually does exist... something is really fucked up here.

Any help appreciated.

Update: One of the issues seems to be that the common\Reflex folder is now called common\reflexfps. A deinstall and a clean reinstall seems to work... copying my "custom" files back into reflexfps repeats above Fatal Error... I am guessing this may be due to old .lua scripts.

 

Edited by AEon

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We want to do a proper HUD editor at some point. We only kept the widget menu at all because people would rage less ;)

​My dormant HUD editor project (which I think means something completely different to you - I was making a thing that non-coders could use to create widgets but it has turned out to be a rather larger-scale project than I can currently afford to spend enough time on) is currently in a state that I could fairly quickly turn it into a HUD layout tool (which I think is what you were talking about) that would be able to run standalone or linked into Reflex. Shall I put that on my to-do list?

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Fucking swell as usual. Its all starting to look really polished. I think I like the LG buff, Ruin looks incredible with those new assets

 

Edited by neeple

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 Savemap is now clientside in preparation for publishing maps to workshop

  • Savemap is also when .light files are written, so remember to savemap after building light.

? Hmm... don't understand why you need to savemap after the light compile. Would you not savemap before the light compile to "save" the current map version onto HDD to then run a light compile on that very .map file?

 

  • Moved directories: maps, screenshots, replays
    • If you've got custom and work in progress maps, you'll have to move them

! The reflexfps\base\internal\maps\ folder still exists, but is now empty on a clean reinstall. I suppose all maps are now to be placed in reflexfps\maps\ ?

 

  • Reflex will no longer load invalid files.
    • If you've got custom assets, they'll probably fail with an error. Just delete them, they're broken anyway.
    • If you're getting lots of failed to load asset errors, delete your reflex folder (using explorer, not Steam) and redownload.

! Apparently... folks should also not that the main game's folder: Steam\steamapps\common\Reflex has been renamed to Steam\steamapps\common\reflexfps !

Double-checking on the .lua widget scripts. I am guessing they are broken too?

Game

  • Added worldspawn properties: author, name, min/max players, modes

Neat... :)

 

Art
  • Updated several material intensities for bloom (more still to do)

That should help tone down some of the glow in the maps, i.e. geometry near JPs... like in Ashur.

 New assets:

Looking forward to testing those. The "new" artstyle is really nice, since it lets you cramp out content more quickly.

Edited by AEon

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? Hmm... don't understand why you need to savemap after the light compile. Would you not savemap before the light compile to "save" the current map version onto HDD to then run a light compile on that very .map file?

 

! The reflexfps\base\internal\maps\ folder still exists, but is now empty on a clean reinstall. I suppose all maps are now to be placed in reflexfps\maps\ ?

 

! Apparently... folks should also not that the main game's folder: Steam\steamapps\common\Reflex has been renamed to Steam\steamapps\common\reflexfps !

Double-checking on the .lua widget scripts. I am guessing they are broken too?

Neat... :)

That should help tone down some of the glow in the maps, i.e. geometry near JPs... like in Ashur.

Looking forward to testing those. The "new" artstyle is really nice, since it lets you cramp out content more quickly.

The idea is now, savemap saves a .map & .light (& also a .preview) all at once. Eventually this will turn into publishmap when workshop integration is done. So now the save process is triggered manually, rather than before the save was done after light baking was completed.

The base/internal/maps folder is there (intentionally) just because I didn't want a steam update to nuke peoples WIP maps (not sure it would, just being cautious).

The steam folder was renamed ago, perhaps it only triggered for you as you did a fresh install?

Cheers!

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