i have a radeon 5670 and an i5-2500k
is it worth fiddling with gfx commands or should i just wait until the game gets optimized? atm it runs at like 10 fps with huge lag for every movement i do
is it worth fiddling with gfx commands or should i just wait until the game gets optimized? atm it runs at like 10 fps with huge lag for every movement i do
Toonii have a radeon 5670 and an i5-2500k
is it worth fiddling with gfx commands or should i just wait until the game gets optimized? atm it runs at like 10 fps with huge lag for every movement i do
I'm running a marginally more powerful setup than that(i5-3450 and HD 6670) and I get a nearly consistent 125 with around 4 players, but I've turned off as many graphics features as I can.
r_bloom 0
r_fxaa 0
r_dynamic_lights 0
r_dynamic_shadows 0
cl_gibs_maxcount 1
is it worth fiddling with gfx commands or should i just wait until the game gets optimized? atm it runs at like 10 fps with huge lag for every movement i do[/quote]
I'm running a marginally more powerful setup than that(i5-3450 and HD 6670) and I get a nearly consistent 125 with around 4 players, but I've turned off as many graphics features as I can.
r_bloom 0
r_fxaa 0
r_dynamic_lights 0
r_dynamic_shadows 0
cl_gibs_maxcount 1
If you really want to play right now, you should lower your res until you get good fps. 720p, 600p, 480p, whatever it takes
Yeah, I forgot to mention I'm playing at 1024x576.
should cl_gibs_maxcount 0, which was now fixed, get better fps?
can someone tell me how well this will run on a laptop with an i7 3537u @2ghz, nvidia 740m and 6gigs of ram?
The game is GPU heavy, and your GPU is a mobile version GPU, so I imagine you'll need to turn off most of the graphics options, and possibly have to run a lower resolution even.
Tf2 isn't GPU heavy, benchmarks defenitly proof this.
BonafideTf2 isn't GPU heavy, benchmarks defenitly proof this.
We are talking about Reflex here
We are talking about Reflex here
you can now buy a 4-pack on steam btw
http://store.steampowered.com/app/328070/
also custom crosshairs are coming in the next build
Spannzeralso custom crosshairs are coming in the next build
Do we have an ETA on the next build?
Do we have an ETA on the next build?
Basic hitscan lag compensation at some point in the near future maybe? Forgive me if it's already there or something.
Build 28 is live as a test version
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 @ http://www.reflexfps...input-feedback/
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
Known Issues:
r_refreshrate is actually still broken if you alt+enter repeatedly.
There can be a slight lag when connecting sometimes.
Players can connect and be using an axe but it will look like a burst gun to others.
There is no replay on the main menu because the replay format changed.
From:
http://www.reflexfps.net/forums/index.php?/topic/441-testing-build-28-now-with-13-more-stuff/
[code]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 @ http://www.reflexfps...input-feedback/
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
Known Issues:
r_refreshrate is actually still broken if you alt+enter repeatedly.
There can be a slight lag when connecting sometimes.
Players can connect and be using an axe but it will look like a burst gun to others.
There is no replay on the main menu because the replay format changed.
[/code]
From:
http://www.reflexfps.net/forums/index.php?/topic/441-testing-build-28-now-with-13-more-stuff/
HAL_9000 now has a rig capable of playing Reflex, and he's streaming right now!
For those who don't know HAL he's a well known CPMA fella
HAL_9000 now has a rig capable of playing Reflex, and he's streaming right now!
For those who don't know HAL he's a well known CPMA fella
Here are some videos of next patch (the one where netcode gets added):
https://www.youtube.com/watch?v=-1h4pGJR64w
https://www.youtube.com/watch?v=Ef9VMreJitI
https://www.youtube.com/watch?v=-1h4pGJR64w
https://www.youtube.com/watch?v=Ef9VMreJitI
Frost_BiteHere are some videos of next patch (the one where netcode gets added):
https://www.youtube.com/watch?v=-1h4pGJR64w
https://www.youtube.com/watch?v=Ef9VMreJitI
I'm so excited for this.
https://www.youtube.com/watch?v=-1h4pGJR64w
https://www.youtube.com/watch?v=Ef9VMreJitI[/quote]
I'm so excited for this.
Netcode update is officially out (30.2) will update post when a changelog is released.
Overview (for clients):
The new Reflex netcode uses a combination of extrapolation and backwards reconciliation in attempt to keep what you're seeing consistent across clients and servers.
This lag compensation has an upper limit of 80ms -- if you have more than an 80ms ping, you'll need to lead by ping - 80ms. I.e, if your ping is 100ms, you'll need to lead by 20ms.
Our backwards reconciliation has the same limit -- if your enemy has a ping of over 80ms, they won't be able to shoot you from 500ms in the past.
We use these upper limits to avoid the drawbacks of each. For example, with extreme extrapolation values, you get error prone, warpy players. With extreme backwards reconciliation, you get laggy enemies shooting you long after you were safely behind a wall. In Reflex, these drawbacks are minimized.
We have several ideas which we'd like to investigate in the future which would further improve the netcode (notably client-side knockback prediction, client-side prediction of projectiles and compression). These features will require significant research and testing so for now, we're going to focus on other areas of the game.
We've had very good reports from our private testers with this netcode and we are open to any feedback you have. We are gamers too and we'd like the best possible solution for everyone!
Overview (for server admins):
The new netcode uses more CPU than previous versions so keep an eye on your CPU load (especially when running multiple servers on a single box).
We've increased sv_fps to 70 so bandwidth requirements have (almost) doubled.
Known Issues:
Client crash at end of connecting to server.
Animations aren't working correctly with extraploation
Players can push dead players around
Pickups can block jumppads/teleports/otherpickups
Players take 1 tick of damage on respawn after dying in lava
Players in lagstate freeze in mid air
Changelog:
Server
Removed com_idlesleep command
Improved connection stability client<->server (should fix issue with clients getting dumped from local server)
Implemented lag state. If client stops responding, they go into a lag state, when the return, they do a small download to catch back up to game. This also fixes disconnection issues when map is undergoing many simultaneous edits.
Increased default (and recommended) sv_fps to 70
Game Balance
Reduced Ion Cannon damage (from 9 to 7)
Reduced Ion Cannon knockback (from 1.1 to 0.5)
Added per-weapon death messages
Added combat text for damage
Added Aerowalk/CPM22 greybox (thanks to Hubster and Preacher for letting us include this)
Added DP4 community map
Added XADM1 community map
Added end-game camera to xadm1
Added biased random spawns
Added player joined / left arena messages to HUD
Art
Fixed pain effect particles based on damage
Toned back IC impact effects
Sound
Updated hit sounds
Updated player landing sounds
Fixed problems with hit sounds not always being audible
Adjusted damage ranges for hit sounds
Bug Fixes
Smoothing on local client (aka error decay), this signficantly reduces local player jitter when knocked around
Lava damage now done when first entering lava, not after delay
Fixed client side prediction of pickups, previously if you stood on pickup when it spawned, it would keep spawning on your local client even though not really there on server.
Fixed potential server lockup with grenade trajectory
Fixed very rare gamestate delta bug where variables wern't synced to client, will increase server CPU load though :(
Fixed crash bug which occurred when spectating a client that disconnected (if they were the only other client)
Fixed bug with server projectiles going through players (this also appeared as grenades boucning off other players on the client).
Removed double jump flag on spawn
Improvements
+commands work on mousewheel now
Clamped outgoing packets to 125 (previously it was unclamped, so at 1000fps you'd send 1000 packets/second)
Damage reporting
Created internal damage entity to help report damage type / amount etc in a more consistent way
Ion cannon hit beeps now correctly reported at higher pings
Damage numbers now displayed on screen.
Damage numbers for SG / burstgun are grouped together and displayed in one number, currently toggleable via cl_text_group
Added custom death messages by damage type
The hostile pain sound is now only applied once when all 16 shotgun pellets hit one target
Debug/logging
Built lagmeter to help debug spikes cl_show_lagmeter 1
Scene delay is how far behind the server your client view is.
Extrapolation is how far ahead of time your client pushed the view
Built traffic meter to help debug trafic use cl_show_traffic 1
Shows outgoing traffic in red, incoming traffic in green
Shows dropped/missing packets in both directions (missing sent packets is only known once server informs you)
From: http://www.reflexfps.net/forums/index.php?/topic/1984-030x-new-improved-netcode/
[code]Overview (for clients):
The new Reflex netcode uses a combination of extrapolation and backwards reconciliation in attempt to keep what you're seeing consistent across clients and servers.
This lag compensation has an upper limit of 80ms -- if you have more than an 80ms ping, you'll need to lead by ping - 80ms. I.e, if your ping is 100ms, you'll need to lead by 20ms.
Our backwards reconciliation has the same limit -- if your enemy has a ping of over 80ms, they won't be able to shoot you from 500ms in the past.
We use these upper limits to avoid the drawbacks of each. For example, with extreme extrapolation values, you get error prone, warpy players. With extreme backwards reconciliation, you get laggy enemies shooting you long after you were safely behind a wall. In Reflex, these drawbacks are minimized.
We have several ideas which we'd like to investigate in the future which would further improve the netcode (notably client-side knockback prediction, client-side prediction of projectiles and compression). These features will require significant research and testing so for now, we're going to focus on other areas of the game.
We've had very good reports from our private testers with this netcode and we are open to any feedback you have. We are gamers too and we'd like the best possible solution for everyone!
Overview (for server admins):
The new netcode uses more CPU than previous versions so keep an eye on your CPU load (especially when running multiple servers on a single box).
We've increased sv_fps to 70 so bandwidth requirements have (almost) doubled.
Known Issues:
Client crash at end of connecting to server.
Animations aren't working correctly with extraploation
Players can push dead players around
Pickups can block jumppads/teleports/otherpickups
Players take 1 tick of damage on respawn after dying in lava
Players in lagstate freeze in mid air
Changelog:
Server
Removed com_idlesleep command
Improved connection stability client<->server (should fix issue with clients getting dumped from local server)
Implemented lag state. If client stops responding, they go into a lag state, when the return, they do a small download to catch back up to game. This also fixes disconnection issues when map is undergoing many simultaneous edits.
Increased default (and recommended) sv_fps to 70
Game Balance
Reduced Ion Cannon damage (from 9 to 7)
Reduced Ion Cannon knockback (from 1.1 to 0.5)
Added per-weapon death messages
Added combat text for damage
Added Aerowalk/CPM22 greybox (thanks to Hubster and Preacher for letting us include this)
Added DP4 community map
Added XADM1 community map
Added end-game camera to xadm1
Added biased random spawns
Added player joined / left arena messages to HUD
Art
Fixed pain effect particles based on damage
Toned back IC impact effects
Sound
Updated hit sounds
Updated player landing sounds
Fixed problems with hit sounds not always being audible
Adjusted damage ranges for hit sounds
Bug Fixes
Smoothing on local client (aka error decay), this signficantly reduces local player jitter when knocked around
Lava damage now done when first entering lava, not after delay
Fixed client side prediction of pickups, previously if you stood on pickup when it spawned, it would keep spawning on your local client even though not really there on server.
Fixed potential server lockup with grenade trajectory
Fixed very rare gamestate delta bug where variables wern't synced to client, will increase server CPU load though :(
Fixed crash bug which occurred when spectating a client that disconnected (if they were the only other client)
Fixed bug with server projectiles going through players (this also appeared as grenades boucning off other players on the client).
Removed double jump flag on spawn
Improvements
+commands work on mousewheel now
Clamped outgoing packets to 125 (previously it was unclamped, so at 1000fps you'd send 1000 packets/second)
Damage reporting
Created internal damage entity to help report damage type / amount etc in a more consistent way
Ion cannon hit beeps now correctly reported at higher pings
Damage numbers now displayed on screen.
Damage numbers for SG / burstgun are grouped together and displayed in one number, currently toggleable via cl_text_group
Added custom death messages by damage type
The hostile pain sound is now only applied once when all 16 shotgun pellets hit one target
Debug/logging
Built lagmeter to help debug spikes cl_show_lagmeter 1
Scene delay is how far behind the server your client view is.
Extrapolation is how far ahead of time your client pushed the view
Built traffic meter to help debug trafic use cl_show_traffic 1
Shows outgoing traffic in red, incoming traffic in green
Shows dropped/missing packets in both directions (missing sent packets is only known once server informs you)
[/code]
From: http://www.reflexfps.net/forums/index.php?/topic/1984-030x-new-improved-netcode/
So I can actually use this post in a constructive way instead of being beat to the punch by Benroads.
If you want to edit the hitsounds and kill notification sound, it's really easy and simply requires that you have Audacity. For reference, I changed the kill notification sound to:
https://www.youtube.com/watch?v=gyvSR-yFfnM
http://i.imgur.com/GouP5S8.png
Changing the pitch of your hitsound doesn't seem too hard even though I have no real experience editing sounds outside of micspam for HLDJ/HLSS back in the day, a replacement for most of the Demoman lines with a bunch of Marauder voicelines from Starcraft 2, and hitsounds for TF2.
If you want to edit the hitsounds and kill notification sound, it's really easy and simply requires that you have Audacity. For reference, I changed the kill notification sound to:
[youtube]https://www.youtube.com/watch?v=gyvSR-yFfnM[/youtube]
[img]http://i.imgur.com/GouP5S8.png[/img]
Changing the pitch of your hitsound doesn't seem too hard even though I have no real experience editing sounds outside of micspam for HLDJ/HLSS back in the day, a replacement for most of the Demoman lines with a bunch of Marauder voicelines from Starcraft 2, and hitsounds for TF2.
the only major difference I've noticed is that you can't 'clip' corners. netcodes basically unplayable at 90ping but i havent played .30 yet
I've always been confused about how this project rationalizes turning their game into success really. it's just an inferior clone at this point with no attempt at being different in any major ways. ive had $200 steam bucks sitting around for forever so i bought it to play with friends but cpm is better in just about every way
I've always been confused about how this project rationalizes turning their game into success really. it's just an inferior clone at this point with no attempt at being different in any major ways. ive had $200 steam bucks sitting around for forever so i bought it to play with friends but cpm is better in just about every way
2cthe only major difference I've noticed is that you can't 'clip' corners. netcodes basically unplayable at 90ping but i havent played .30 yet
I've always been confused about how this project rationalizes turning their game into success really. it's just an inferior clone at this point with no attempt at being different in any major ways. ive had $200 steam bucks sitting around for forever so i bought it to play with friends but cpm is better in just about every way
pretty much this
plus reflex runs like absolute shit whereas cpm is on an engine made in 1998 so anyone can run it
rox are nicer in reflex and provide more control but that's basically the direction PMX was heading before arqon disappeared from the internet anyway
I've always been confused about how this project rationalizes turning their game into success really. it's just an inferior clone at this point with no attempt at being different in any major ways. ive had $200 steam bucks sitting around for forever so i bought it to play with friends but cpm is better in just about every way[/quote]
pretty much this
plus reflex runs like absolute shit whereas cpm is on an engine made in 1998 so anyone can run it
rox are nicer in reflex and provide more control but that's basically the direction PMX was heading before arqon disappeared from the internet anyway
2cthe only major difference I've noticed is that you can't 'clip' corners. netcodes basically unplayable at 90ping but i havent played .30 yet
I've always been confused about how this project rationalizes turning their game into success really. it's just an inferior clone at this point with no attempt at being different in any major ways. ive had $200 steam bucks sitting around for forever so i bought it to play with friends but cpm is better in just about every way
Corner clipping was removed for kinda unknown reasons, asked newborn around it a few times but have not gotten a solid answer on why it should be removed. Other major difference is how ramp jumping works overall but they have said that it is very much a work in progress. Also I think it is pretty stupid to compare CPM to Reflex just on the basis that CPM is a mod and Reflex is a brand new game/engine. It's fairly early in development and forming opinions at this point is pretty pointless as nearly everything is going to change. That being said you are right in CPM being better is pretty much every way bar map editing currently but that is somewhat to be expected. I imagine them branching off from CPM eventually but right now it's a really solid base that I think they could work into a great game providing it doesn't die before it has a chance to.
2cmake cpm hitsounds pls
http://puu.sh/eAuWv/7f77fd1e48.zip
http://puu.sh/eAuYX/3b7e0555c9.png
Install there make sure you delete the 3 weapon_hit_low/medium/high files otherwise it won't work. These are not pitched like Quake 3 ones are but I might fix that later.
I've always been confused about how this project rationalizes turning their game into success really. it's just an inferior clone at this point with no attempt at being different in any major ways. ive had $200 steam bucks sitting around for forever so i bought it to play with friends but cpm is better in just about every way[/quote]
Corner clipping was removed for kinda unknown reasons, asked newborn around it a few times but have not gotten a solid answer on why it should be removed. Other major difference is how ramp jumping works overall but they have said that it is very much a work in progress. Also I think it is pretty stupid to compare CPM to Reflex just on the basis that CPM is a mod and Reflex is a brand new game/engine. It's fairly early in development and forming opinions at this point is pretty pointless as nearly everything is going to change. That being said you are right in CPM being better is pretty much every way bar map editing currently but that is somewhat to be expected. I imagine them branching off from CPM eventually but right now it's a really solid base that I think they could work into a great game providing it doesn't die before it has a chance to.
[quote=2c]make cpm hitsounds pls[/quote]
http://puu.sh/eAuWv/7f77fd1e48.zip
[img]http://puu.sh/eAuYX/3b7e0555c9.png[/img]
Install there make sure you delete the 3 weapon_hit_low/medium/high files otherwise it won't work. These are not pitched like Quake 3 ones are but I might fix that later.
corner clipping was glitchy because it was just a missed collision check, it's only mostly gone because they upped the server framerate which will result in everything else being better. if there were some non-glitch way to introduce it I'm sure they'd consider it.
What they should really do is make you stick to stairs when you run down them 8)
Then when they add crouching you can use that to clip down stairs for airstrafing like VQ3 players are obsessed with
What they should really do is make you stick to stairs when you run down them 8)
Then when they add crouching you can use that to clip down stairs for airstrafing like VQ3 players are obsessed with
they broke jumping with mwheel
game is dead for me
game is dead for me