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Build #28 - Now with 13% more stuff.

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Build #28
 
Steam:

  • This build is being deployed as a "test" version.
    • To enable test versions, right click on Reflex in steam and go to properties.
    • In the "betas" tab, use the dropdown box to select the public test branch.
    • Steam will automatically update you to test versions when available.
    • Note that test versions will often be more unstable than release versions and are not recommended unless you're having problems with the latest retail build.

Game:

  • Callvote is now properly implemented. Use vote_yes and vote_no commands to vote.
    • "callvote map" now gives a list of maps on the server. It doesn't actually fit in the console properly, but it's there.
    • "callvote mode" now gives a list of modes on the server.
  • Brightened enemy outlines (and made friendly blue and enemy red)
  • Names on scoreboard are now colored by team.
  • Reduced end of game scoreboard time from 30 to 10 seconds.

Tech:

  • Removed over 500MB of unused assets. This should significantly improve things for people with older GPUs.
  • Obligatory "fixed a couple of memory leaks"
  • Refreshrate command now works as expected again. 
  • Cleaned up some of the fullscreen<->windowed issues.
  • Significant changes to input system.
    •  This should hopefully fix some of the input lag/inconsistency/stuttering some players have been having.
    •  We're after feedback on how the input is feeling for people now so please give us your thoughts at @ 
  • Added a few more dialog boxes for crashes.
  • Added "r_decals" command. Setting this to 0 will increase your fps, especially if there are lots of exploding robots around.
  • Greatly increased max gamestate count on server. This should help reduce "disconnect on connect" bugs we are getting.

Editor:

  • Updated editor's "nolight" texture to be at least a little bit visible.
  • ContentBrowserHack now has a search box (thanks Bonuspunkt)

Configs:

  • Added default game binds:
    •  F1 - Vote yes
    •  F2 - Vote no
    •  F3 - Ready
  • Added default editor binds:
    •  T - Chat 
    • Y - Team chat
    •  6 - Create Pickup
  • Removed default resolution from game.cfg.

UI:

  • Mouse speed slider now goes up to 50.
  • Added hud_* commands with some basic settings for controlling the vote/chat boxes.
  • Added new crosshairs.
    •  Crosshair style can be selected using cl_crosshair 1-16.
    •  Crosshair color can be selected using cl_crosshair_color 1-6
    •  Crosshairs are stored in /game/base/internal/hud/hud_crosshairs_c.dds if you feel like creating your own.

Maps:

  • Fixed health pickups on xfdm2
  • Removed lava effects that were causing performance issues on cpm3.
  • Included community maps submitted through the forum thread @

 

 

Version 0.28.1

  • Removed lightmap cache, lightmaps now sit next to your .map files.
  • Hopefully fixed crash on close (can't repro)
  • Fixed big stall on connect - there is still a slight stall, this is the lightmaps, needs fixing still.
  • Adding missing texture warning in console.
  • Changed version naming scheme.
  • Fixed various bugs to do with lightmaps not being loaded properly.
  • Fixed bug where sometimes light mapper would prematurely go onto next bounce.
  • Added detection to light probe generation to bail if brush was waaaay out of the level (rather than crash)
 
Version 0.28.2
  • Fixed crash on exit bug (again).
  • Added network protocol so we can just update clients without forcing server updates.

 

Known Issues:

  • r_refreshrate is actually still broken if you alt+enter repeatedly.
  • There can be a slight lag when connecting sometimes.
    • This is due to the way lightmapping is currently done. If your map is causing stalls when loading, the current solution is aggressive use of the "nolight" texture.
  • There is no replay on the main menu because the replay format changed and we didn't get around to making a new one.

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A great update, as always. Thanks!

 

newborn, how are you guys treating versioning when it comes to connection? If I remember correctly, Q3 decoupled client version from the actual network: they had "protocol" versions, so different clients could connect to the same version unless the protocol version was different (which didn't always happen). This seems like the most sensible option to me.

 

So how is it in Reflex? Would a #28-beta client be able to connect to someone hosting it on #27?

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somehow since this update I can't get 640*480 resolution with 120 hz working fullscreen, only with 100hz. with 1080p it works with 120hz tho..., but I prefer 640*480 due to its "zoomed"-look and more stable framerate.. any suggestions or probably bug?

 

edit: Known Issues:

  • r_refreshrate is actually still broken if you alt+enter repeatedly.

 

I can't get it work even once with 120 hz on 640*480 in fullscreen, so I think it's a different issue?

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I just tried to run this test build (my GPU is too old it seems for the main branch), but I can't -- I get a pop-up error:

 

Reflex: Fatal Error

 

Failed to create Directx11 Device

Adapters discovered:

NVIDIA GeForce GTX 280

 

Not entirely sure what this means, but maybe there's a bug in this test version for edge cases related to having older GPUs, or maybe it's a problem solely at my end.

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I just tried to run this test build (my GPU is too old it seems for the main branch), but I can't -- I get a pop-up error:

 

Reflex: Fatal Error

 

Failed to create Directx11 Device

Adapters discovered:

NVIDIA GeForce GTX 280

 

Not entirely sure what this means, but maybe there's a bug in this test version for edge cases related to having older GPUs, or maybe it's a problem solely at my end.

 

Did the game actually work for you in Build 27?

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A great update, as always. Thanks!

 

newborn, how are you guys treating versioning when it comes to connection? If I remember correctly, Q3 decoupled client version from the actual network: they had "protocol" versions, so different clients could connect to the same version unless the protocol version was different (which didn't always happen). This seems like the most sensible option to me.

 

So how is it in Reflex? Would a #28-beta client be able to connect to someone hosting it on #27?

 

Right now, protocol and version number are just linked to each other so every build will require an update. Strictly speaking, there will occasionally be builds that wouldn't require a server update if we maintained a protocol number independently but we don't want to accidentally miss a protocol bump. I think it's something we'll do later in dev, when protocol changes are not quite so common.

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somehow since this update I can't get 640*480 resolution with 120 hz working fullscreen, only with 100hz. with 1080p it works with 120hz tho..., but I prefer 640*480 due to its "zoomed"-look and more stable framerate.. any suggestions or probably bug?

 

edit: Known Issues:

  • r_refreshrate is actually still broken if you alt+enter repeatedly.

 

I can't get it work even once with 120 hz on 640*480 in fullscreen, so I think it's a different issue?

 

Does your monitor actually support 120hz in 640x480? What modes do you get when you type r_listmodes?

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The new build seems to be working just fine on the client side of things, but I've had a few issues with my server. Occasionally (although it seems to be mostly when map voting/changing) the server will crash. I haven't gotten more than one error message but the first time it crashed this came out in console. After another three crashes it's kept strong for an hour or two now, so I'm not sure what the issue was. This is running on a debian 7.0 box through wine.

 

28491bee0f.png

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What would the command line be to switch my server over to the public test branch?

 

I used this on my debian box

./steamcmd.sh +@sSteamCmdForcePlatformType windows +login anonymous +force_install_dir ./reflex_ds +app_update 329740 -beta test +quit

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Did the game actually work for you in Build 27?

 

No. But in build 27 it would open a window for a fraction of a second and then the crash reporter would start. It never gave me any error message, whereas this time I get a pop-up and an actual error but no window opening at all.

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No. But in build 27 it would open a window for a fraction of a second and then the crash reporter would start. It never gave me any error message, whereas this time I get a pop-up and an actual error but no window opening at all.

 

Unfortunately, that's working as intended. The error message is there to be more graceful than a crash and the crash is inevitable -- your GPU is just too underpowered for Reflex.

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