i like a lot about the game, but its really unfun to play without lag compensation
might wait till that gets implemented before really playing it
might wait till that gets implemented before really playing it
If someone can get a sever going we start some pugs with tdm or something I remembered tragic threw up a warsow server for a bit one time...
UltrazIf someone can get a sever going we start some pugs with tdm or something I remembered tragic threw up a warsow server for a bit one time...
I have a server up on my VPS. Any requests for maps/config?
connect lense.pw
I have a server up on my VPS. Any requests for maps/config?
[code]connect lense.pw[/code]
LenseUltrazIf someone can get a sever going we start some pugs with tdm or something I remembered tragic threw up a warsow server for a bit one time...I have a server up on my VPS. Any requests for maps/config?When they update for private severs I can put up a tftv one.connect lense.pw
The aerowalk and bloodrun maps would be awesome as well as reflex maps; bdm3, cpm1, shpdm1, and xdm1.
Aerowalk: https://www.dropbox.com/sh/0p5uu25l8166glg/AACDS81G37REr1NJf98HjjGTa?dl=0#/
Bloodrun: https://www.dropbox.com/s/wjuvcq26t624mv2/ztnrmx.map?dl=0
Edit: Had wrong link for bloodrun. Fixed now.
I have a server up on my VPS. Any requests for maps/config?
[code]connect lense.pw[/code]
When they update for private severs I can put up a tftv one.[/quote]
The aerowalk and bloodrun maps would be awesome as well as reflex maps; bdm3, cpm1, shpdm1, and xdm1.
Aerowalk: https://www.dropbox.com/sh/0p5uu25l8166glg/AACDS81G37REr1NJf98HjjGTa?dl=0#/
Bloodrun: https://www.dropbox.com/s/wjuvcq26t624mv2/ztnrmx.map?dl=0
Edit: Had wrong link for bloodrun. Fixed now.
http://i.imgur.com/jGv4jGl.jpg
If you're not playing with 999 fov you're casual trash that will never make invite
If you're not playing with 999 fov you're casual trash that will never make invite
downpouri like a lot about the game, but its really unfun to play without lag compensation
might wait till that gets implemented before really playing it
agreed
playing on 80ms my railgun and lg are projectiles... not really fun at all currently :(
might wait till that gets implemented before really playing it[/quote]
agreed
playing on 80ms my railgun and lg are projectiles... not really fun at all currently :(
For anyone not using viewmodels, I found these settings to be working good with it
cl_weapon_offset_x 0.000000
cl_weapon_offset_y -20.000000
cl_weapon_offset_z -16.000000
[code]cl_weapon_offset_x 0.000000
cl_weapon_offset_y -20.000000
cl_weapon_offset_z -16.000000[/code]
has anyone figured out how to bind the scrollwheel to jump?
I've tried doing "bind mousewheelup +jump", but after doing a +jump it requires a -jump to be able to jump again, and scrolling up and down at once for one bhop is hard.
WheelDown::Space
WheelUp::Space
This script in autohotkey doesn't work either fugg
I've tried doing "bind mousewheelup +jump", but after doing a +jump it requires a -jump to be able to jump again, and scrolling up and down at once for one bhop is hard.
WheelDown::Space
WheelUp::Space
This script in autohotkey doesn't work either fugg
snowblindagreed
playing on 80ms my railgun and lg are projectiles... not really fun at all currently :(
I find LG to be passable on 80 ping, but I agree with the rails being really weird.
lynahas anyone figured out how to bind the scrollwheel to jump?
I've tried doing "bind mousewheelup +jump", but after doing a +jump it requires a -jump to be able to jump again, and scrolling up and down at once for one bhop is hard.
For the longest time, I used to use mwheelup for jump in Quake as a crutch, but if you're interested in learning more advanced mechanics, in addition to fast consecutive jumps where timing is essential, I would highly recommend learning how to use the spacebar.
playing on 80ms my railgun and lg are projectiles... not really fun at all currently :([/quote]
I find LG to be passable on 80 ping, but I agree with the rails being really weird.
[quote=lyna]has anyone figured out how to bind the scrollwheel to jump?
I've tried doing "bind mousewheelup +jump", but after doing a +jump it requires a -jump to be able to jump again, and scrolling up and down at once for one bhop is hard.[/quote]
For the longest time, I used to use mwheelup for jump in Quake as a crutch, but if you're interested in learning more advanced mechanics, in addition to fast consecutive jumps where timing is essential, I would highly recommend learning how to use the spacebar.
iridescentFUZZlynahas anyone figured out how to bind the scrollwheel to jump?
I've tried doing "bind mousewheelup +jump", but after doing a +jump it requires a -jump to be able to jump again, and scrolling up and down at once for one bhop is hard.
For the longest time, I used to use mwheelup for jump in Quake as a crutch, but if you're interested in learning more advanced mechanics, in addition to fast consecutive jumps where timing is essential, I would highly recommend learning how to use the spacebar.
I don't really have an issue bhopping with spacebar, but coming from cs, I would much rather use mousewheel, feels so much more ntural :DD
[quote=lyna]has anyone figured out how to bind the scrollwheel to jump?
I've tried doing "bind mousewheelup +jump", but after doing a +jump it requires a -jump to be able to jump again, and scrolling up and down at once for one bhop is hard.[/quote]
For the longest time, I used to use mwheelup for jump in Quake as a crutch, but if you're interested in learning more advanced mechanics, in addition to fast consecutive jumps where timing is essential, I would highly recommend learning how to use the spacebar.[/quote]
I don't really have an issue bhopping with spacebar, but coming from cs, I would much rather use mousewheel, feels so much more ntural :DD
lynaI don't really have an issue bhopping with spacebar, but coming from cs, I would much rather use mousewheel, feels so much more ntural :DD
It's completely upto you; just saying from personal experience that using the wheel for anything other than simple strafe jumping will be damn near impossible.
It's completely upto you; just saying from personal experience that using the wheel for anything other than simple strafe jumping will be damn near impossible.
lynaI don't really have an issue bhopping with spacebar, but coming from cs, I would much rather use mousewheel, feels so much more ntural :DD
try mouse2. it's what most quake players use.
try mouse2. it's what most quake players use.
am I the only one that still uses space to bhop
then again I move on ewdf so whatever
time to save up favors to get this game
then again I move on ewdf so whatever
time to save up favors to get this game
I ended up making a script that works in Autohotkey for the people that were in the same predicament as me
WheelDown::
Send {Space down}{Space up}
return
WheelUp::
Send {Space down}{Space up}
return
Works perfectly :DDDD
[quote]
WheelDown::
Send {Space down}{Space up}
return
WheelUp::
Send {Space down}{Space up}
return
[/quote]
Works perfectly :DDDD
coupelynaI don't really have an issue bhopping with spacebar, but coming from cs, I would much rather use mousewheel, feels so much more ntural :DD
try mouse2. it's what most quake players use.
Insert comment about tox's config here.
For those unfamiliar, https://www.youtube.com/watch?v=ieBbLyCMaWc#t=2659
try mouse2. it's what most quake players use.[/quote]
Insert comment about tox's config here.
For those unfamiliar, https://www.youtube.com/watch?v=ieBbLyCMaWc#t=2659
https://www.youtube.com/watch?v=GtCSfxUWm6w
I made a little video showing some movement I guess.
Stairs and slopes are really bouncy.
I made a little video showing some movement I guess.
Stairs and slopes are really bouncy.
lynahas anyone figured out how to bind the scrollwheel to jump?
I've tried doing "bind mousewheelup +jump", but after doing a +jump it requires a -jump to be able to jump again, and scrolling up and down at once for one bhop is hard.
WheelDown::Space
WheelUp::Space
This script in autohotkey doesn't work either fugg
bind mousewheelup +jump
bind mousewheeldown +jump
+jumps will never be released atm, scrollwheel binds are bugged in this build, gonna be fixed in build 27 hopefully.
I've tried doing "bind mousewheelup +jump", but after doing a +jump it requires a -jump to be able to jump again, and scrolling up and down at once for one bhop is hard.
WheelDown::Space
WheelUp::Space
This script in autohotkey doesn't work either fugg[/quote]
bind mousewheelup +jump
bind mousewheeldown +jump
+jumps will never be released atm, scrollwheel binds are bugged in this build, gonna be fixed in build 27 hopefully.
Did anyone else get on top of the default map? It's similiar to when you hit the skybox in TF2 :D
You can jump out of any map, as long as there is an open ceiling, since there is no glass texture yet people leave it open.
why would you ever use mousewheel for jumping? this game lets you buffer jumps, so that you jump instantly when you land. using mousewheel would just make your jumping inconsistent, and you would lose speed.
BonafideYou can jump out of any map, as long as there is an open ceiling, since there is no glass texture yet people leave it open.
The thing is that was a single jump :O
Weird.
The thing is that was a single jump :O
Weird.
Biteswhy would you ever use mousewheel for jumping? this game lets you buffer jumps, so that you jump instantly when you land. using mousewheel would just make your jumping inconsistent, and you would lose speed.
I think the goal is to use mwheel to make a few doubles and triples easier.
I think the goal is to use mwheel to make a few doubles and triples easier.
Build #27 release in the next 24 hours
Gameplay
Shotgun has been nerfed from 8 damage per pellet down to 6.
Quad now first spawns 90 seconds into the game.
Fixed more than 2 players in a 1v1 game bug.
Players can now respawn by hitting jump
Configs
Updated default configs.
Game config now has:
Chat is bound to T
Team chat is bound to Y
Stakegun is bound to 9
Next / Previous weapon is bound to Mousewheel.
Editor config now has create types bound to 1-5
Added more bindable keys (numpad enter " ; /)
Using "say" command with no arguments opens a chat box (no more using the console). Binds like "say 1v1 me noob" still work.
Added "sayteam" command.
Added console command "keylist" to print list of bindable keys.
Added weaponnext and weaponprev commands.
Interface
Server browser now sorts by ping.
Widened server browser window.
Chat is now visible in spectator/editor/end of game screens.
Added extra info (snapdistance, current material, create type) to editor HUD.
Chat messages are now a fixed color (to avoid dark player colors being unreadable).
Fixed terrible grammar in "fell out of the world" death message.
Changed main menu options to show PUBLIC / PRIVATE game.
Maps
Clipped cpm1, cpm3, bdm3 and xfdm2 to prevent players running around on top of it.
Readded nbtj2b and ps-b4 movement maps.
Servers
Server ports are no longer hardcoded to 25787/25797. See sv_port and sv_steamport cvars.
Dedicated config has default cvars listed.
Servers now take command line arguments (e.g reflexded.exe +sv_hostname FooBar +sv_gameport 25790 +sv_steamport 25791). Command line arguments are processed AFTER dedicatedserver.cfg.
Added sv_startmap command. This controls what map will be loaded when the server is first started. Do not use "map bdm3" commands in your config, use this instead.
Updated the dedicated server guide on the official forums: http://www.reflexfps.net/forums/index.php?/topic/76-dedicated-server-guide/
Misc
Restored our crash reporter. Please send crash reports -- they really do help.
Players in editor mode are visible again.
Fixed cl_gibs_maxcount 0 causing gibs to never despawn in retail build.
Gameplay
Shotgun has been nerfed from 8 damage per pellet down to 6.
Quad now first spawns 90 seconds into the game.
Fixed more than 2 players in a 1v1 game bug.
Players can now respawn by hitting jump
Configs
Updated default configs.
Game config now has:
Chat is bound to T
Team chat is bound to Y
Stakegun is bound to 9
Next / Previous weapon is bound to Mousewheel.
Editor config now has create types bound to 1-5
Added more bindable keys (numpad enter " ; /)
Using "say" command with no arguments opens a chat box (no more using the console). Binds like "say 1v1 me noob" still work.
Added "sayteam" command.
Added console command "keylist" to print list of bindable keys.
Added weaponnext and weaponprev commands.
Interface
Server browser now sorts by ping.
Widened server browser window.
Chat is now visible in spectator/editor/end of game screens.
Added extra info (snapdistance, current material, create type) to editor HUD.
Chat messages are now a fixed color (to avoid dark player colors being unreadable).
Fixed terrible grammar in "fell out of the world" death message.
Changed main menu options to show PUBLIC / PRIVATE game.
Maps
Clipped cpm1, cpm3, bdm3 and xfdm2 to prevent players running around on top of it.
Readded nbtj2b and ps-b4 movement maps.
Servers
Server ports are no longer hardcoded to 25787/25797. See sv_port and sv_steamport cvars.
Dedicated config has default cvars listed.
Servers now take command line arguments (e.g reflexded.exe +sv_hostname FooBar +sv_gameport 25790 +sv_steamport 25791). Command line arguments are processed AFTER dedicatedserver.cfg.
Added sv_startmap command. This controls what map will be loaded when the server is first started. Do not use "map bdm3" commands in your config, use this instead.
Updated the dedicated server guide on the official forums: http://www.reflexfps.net/forums/index.php?/topic/76-dedicated-server-guide/
Misc
Restored our crash reporter. Please send crash reports -- they really do help.
Players in editor mode are visible again.
Fixed cl_gibs_maxcount 0 causing gibs to never despawn in retail build.
http://www.reflexfps.net/forums/index.php?/topic/262-50-cent-reflex-custum-map-tourny/
friendly reflex tourney to help provide feedback for mappers, sign up :>
friendly reflex tourney to help provide feedback for mappers, sign up :>
on the first launch got literally 1 fps and couldn't even move the cursor. after scrolling some threads I found console commands that improve graphics and thought it might help me but instead the game doesn't even launch now, only gives me error screen and no more. any ideas on that?
Try verifying the integrity of your cache, if that doesn't work re install. Report the bug to Newborn through the reflex forums
mouse-sensitivity.com added Reflex, if you feel like the sensitivity equation didn't give you the right result.
I'd recommend avoiding the official forums:
http://www.reflexfps.net/forums/index.php?/topic/220-bright-coloured-players-instead-of-outlines/?p=2250
It's so bad there.
http://www.reflexfps.net/forums/index.php?/topic/220-bright-coloured-players-instead-of-outlines/?p=2250
It's so bad there.
WARHURYEAHI'd recommend avoiding the official forums:
http://www.reflexfps.net/forums/index.php?/topic/220-bright-coloured-players-instead-of-outlines/?p=2250
It's so bad there.
It's a mixed bag, really. But if you advocate avoiding the official forums, you're basically telling people not to provide feedback, which is unlikely to be a good thing.
http://www.reflexfps.net/forums/index.php?/topic/220-bright-coloured-players-instead-of-outlines/?p=2250
It's so bad there.[/quote]
It's a mixed bag, really. But if you advocate avoiding the official forums, you're basically telling people not to provide feedback, which is unlikely to be a good thing.