add/message me for duels any time boys
i would also be glad to teach new players, just lemme know
add/message me for duels any time boys
i would also be glad to teach new players, just lemme know
I thought that during the process of streamlining gameplay, they removed the corner clipping bug because it was completely unintuitive to newer people.
As for Reflex vs. CPM, the whole point of Relfex is to attempt to do what no arena FPS has been able to do since Quake 3; become a CS/Dota/MOBA-scale modern competitive game. If you dislike that pretext and its implications(streamlined, possibly less challenging gameplay than CPMA in certain respects) then there's still CPMA, Warsow, Nexuiz, Xonotic and whatever other arena shooters there are out there for you.
I haven't been following Reborn, so I'm not sure how its gameplay differs in terms of originality of weapons, physics, etc, but why so many people want both Reflex and Reborn to succeed massively is because there just hasn't been a marketing push, and subsequently an adopting of truly high-skill twitch shooters as popular competitive games.
Now, whether player ranking, competitive match-making, easy tournaments, advanced spectator/replay features and in-game skins will achieve mass appeal or not is another story, but I'd much rather play/support Reflex, which has this potential rather than any of the existing, established arena shooters that are never going to get any bigger in terms of playerbase.
Bucakewhat kind of frames per second can i expect with my i5-2500k / GTX 670 and a fps-config?
(cpu not overclocked)
You should be able to keep a steady 125FPS at 1280x720.
I thought that during the process of streamlining gameplay, they removed the corner clipping bug because it was completely unintuitive to newer people.
As for Reflex vs. CPM, the whole point of Relfex is to [i]attempt[/i] to do what no arena FPS has been able to do since Quake 3; become a CS/Dota/MOBA-scale modern competitive game. If you dislike that pretext and its implications(streamlined, possibly less challenging gameplay than CPMA in certain respects) then there's still CPMA, Warsow, Nexuiz, Xonotic and whatever other arena shooters there are out there for you.
I haven't been following Reborn, so I'm not sure how its gameplay differs in terms of originality of weapons, physics, etc, but why so many people want both Reflex and Reborn to succeed massively is because there just hasn't been a marketing push, and subsequently an adopting of truly high-skill twitch shooters as popular competitive games.
Now, whether player ranking, competitive match-making, easy tournaments, advanced spectator/replay features and in-game skins will achieve mass appeal or not is another story, but I'd much rather play/support Reflex, which has this potential rather than any of the existing, established arena shooters that are never going to get any bigger in terms of playerbase.
[quote=Bucake]what kind of frames per second can i expect with my i5-2500k / GTX 670 and a fps-config?
(cpu not overclocked)[/quote]
You should be able to keep a steady 125FPS at 1280x720.
Bucakewhat kind of frames per second can i expect with my i5-2500k / GTX 670 and a fps-config?
(cpu not overclocked)
i have exactly the same as you and i have never dropped below 120 and i only disabled the stupid looking graphics options (meaning it still looks nice) on 1280x720
[quote=Bucake]what kind of frames per second can i expect with my i5-2500k / GTX 670 and a fps-config?
(cpu not overclocked)[/quote]
i have exactly the same as you and i have never dropped below 120 and i only disabled the stupid looking graphics options (meaning it still looks nice) on 1280x720
iridescentFUZZYou should be able to keep a steady 125FPS at 1280x720.
Snowdreami have exactly the same as you and i have never dropped below 120 and i only disabled the stupid looking graphics options (meaning it still looks nice) on 1280x720
thank you both for replying :) appreciated
i guess i'm buyin', then.
and i'll probably ragequit soon because i'm just fckn' terrible at fps games,
but the market is absolutely flooded with shit games and we gotta support the proper ones ;p
[quote=iridescentFUZZ]You should be able to keep a steady 125FPS at 1280x720.[/quote]
[quote=Snowdream]i have exactly the same as you and i have never dropped below 120 and i only disabled the stupid looking graphics options (meaning it still looks nice) on 1280x720[/quote]
thank you both for replying :) appreciated
i guess i'm buyin', then.
and i'll probably ragequit soon because i'm just fckn' terrible at fps games,
but the market is absolutely flooded with shit games and we gotta support the proper ones ;p
Netcode works great, multiplayer is extremely fun atm.
If you're west NA feel free to hit me up on steam for duels and whatnot, most of the playerbase is currently concentrated in East NA & Europe.
Bucake
thank you both for replying :) appreciated
i guess i'm buyin', then.
and i'll probably ragequit soon because i'm just fckn' terrible at fps games,
but the market is absolutely flooded with shit games and we gotta support the proper ones ;p
cl_gibs_maxcount 1
r_dynamic_shadows 0
r_bloom 0
r_fxaa 0
r_resolution 1280 720
And you'll easily get 125 constant.
Netcode works great, multiplayer is extremely fun atm.
If you're west NA feel free to hit me up on steam for duels and whatnot, most of the playerbase is currently concentrated in East NA & Europe.
[quote=Bucake]
thank you both for replying :) appreciated
i guess i'm buyin', then.
and i'll probably ragequit soon because i'm just fckn' terrible at fps games,
but the market is absolutely flooded with shit games and we gotta support the proper ones ;p[/quote]
cl_gibs_maxcount 1
r_dynamic_shadows 0
r_bloom 0
r_fxaa 0
r_resolution 1280 720
And you'll easily get 125 constant.
yo so i still dont know how to find a game. are there pugs, or is the game just dead, or what? maybe im on at the wrong time?
yo so i still dont know how to find a game. are there pugs, or is the game just dead, or what? maybe im on at the wrong time?
Game is dead in that the devs don't intend for it to be played by a lot of people at the moment. Barring the big kickstarter push at the beginning, they don't plan to do much advertising/marketing till the game is ready for the masses, or else people who are expecting a polished game will buy it and create negative vibes for it.
If you want to find games, I think the official Reflex forums have a thread for it.
Game is dead in that the devs don't intend for it to be played by a lot of people at the moment. Barring the big kickstarter push at the beginning, they don't plan to do much advertising/marketing till the game is ready for the masses, or else people who are expecting a polished game will buy it and create negative vibes for it.
If you want to find games, I think the official Reflex forums have a thread for it.
Been itching to play this or cpma because I'd rather not play TF2 for a pub/fun game fix but both are pretty dead for their own reasons and I'd rather play with someone who's not a complete stranger. Down to duel, CA, ctf, etc, open to anyone who's legitimately looking to teach someone ins & outs of dueling, hit me up.
Been itching to play this or cpma because I'd rather not play TF2 for a pub/fun game fix but both are pretty dead for their own reasons and I'd rather play with someone who's not a complete stranger. Down to duel, CA, ctf, etc, open to anyone who's legitimately looking to teach someone ins & outs of dueling, [url=http://steamcommunity.com/id/comradesniper/]hit me up[/url].
gr8stalinBeen itching to play this or cpma because I'd rather not play TF2 for a pub/fun game fix but both are pretty dead for their own reasons and I'd rather play with someone who's not a complete stranger. Down to duel, CA, ctf, etc, open to anyone who's legitimately looking to teach someone ins & outs of dueling, hit me up.
Yo, I'm EU but I'd be happy to teach the basics of duelling, movement and whatnot. I get home at 1:20pm BST on weekdays. I love helping newcomers to RFX :>
[quote=gr8stalin]Been itching to play this or cpma because I'd rather not play TF2 for a pub/fun game fix but both are pretty dead for their own reasons and I'd rather play with someone who's not a complete stranger. Down to duel, CA, ctf, etc, open to anyone who's legitimately looking to teach someone ins & outs of dueling, [url=http://steamcommunity.com/id/comradesniper/]hit me up[/url].[/quote]
Yo, I'm EU but I'd be happy to teach the basics of duelling, movement and whatnot. I get home at 1:20pm BST on weekdays. I love helping newcomers to RFX :>
Small patch released earlier today
Changelog for 0.30.3:
Replays
Fixed issue where download UI was stuck on screen after starting replay
Replay editor no-longer crashes
Hacked fix for replay editor to display weapon correctly
Note: The replay editor still need some major maintenance after the netcode changes. Use it at your own risk.
Gameplay
Added force respawn -- after 5 seconds dead, players are automatically respawned.
Fixed missing health pickup on CPM22
Burst gun damaged reduced (from 18 per shot to 10)
Reduced bias of near spawns from 5 to 2.5
Bug fixes
Players joining TDM games now are properly connected as spectator
Fixed bug where connecting spectators could telefrag people
Fixed bug where connecting spectators would make a spawn sound.
Added minimum time between jumps (to avoid mousewheel spam issues)
Fixed several bugs under extreme conditions at connection handshaking time
Fixed rare crash bug which occurred during gamestate download
Gamestate download speed is now greatly improved over high ping connections
Maintenance
New installations of reflex will now be installed to Steam/common/reflexfps to prevent stomping of RefleX.
Improvements
Restored com_idlesleep (client only, despite name), stops CPU spinning in client, defaults to 1
Changed internal timing method. This improved dedicated server responses. Please let us know if this effects jittering people were seeing in any way! (I don't think it's related)
Adjusted servers to report players in format "name (steamid:ip)" to console
Dedicated server title bar now contains useful information.
Dedicated server CPU load should be lower
From: http://www.reflexfps.net/forums/index.php?/topic/1984-030x-new-improved-netcode/
Small patch released earlier today
[code]Changelog for 0.30.3:
Replays
Fixed issue where download UI was stuck on screen after starting replay
Replay editor no-longer crashes
Hacked fix for replay editor to display weapon correctly
Note: The replay editor still need some major maintenance after the netcode changes. Use it at your own risk.
Gameplay
Added force respawn -- after 5 seconds dead, players are automatically respawned.
Fixed missing health pickup on CPM22
Burst gun damaged reduced (from 18 per shot to 10)
Reduced bias of near spawns from 5 to 2.5
Bug fixes
Players joining TDM games now are properly connected as spectator
Fixed bug where connecting spectators could telefrag people
Fixed bug where connecting spectators would make a spawn sound.
Added minimum time between jumps (to avoid mousewheel spam issues)
Fixed several bugs under extreme conditions at connection handshaking time
Fixed rare crash bug which occurred during gamestate download
Gamestate download speed is now greatly improved over high ping connections
Maintenance
New installations of reflex will now be installed to Steam/common/reflexfps to prevent stomping of RefleX.
Improvements
Restored com_idlesleep (client only, despite name), stops CPU spinning in client, defaults to 1
Changed internal timing method. This improved dedicated server responses. Please let us know if this effects jittering people were seeing in any way! (I don't think it's related)
Adjusted servers to report players in format "name (steamid:ip)" to console
Dedicated server title bar now contains useful information.
Dedicated server CPU load should be lower[/code]
From: http://www.reflexfps.net/forums/index.php?/topic/1984-030x-new-improved-netcode/
Added minimum time between jumps (to avoid mousewheel spam issues)
Yep, we need fixed stair stepping now. Being able to jump twice within 30ms is the only way I've been able to bunnyhop up stairs effectively.
In VQ3 and CPMA, stair code still works even if you're in the air. The problem is that the stair code indiscriminately maps you and your momentum to the surface of the stair, requiring you to have another jump queued if you want to keep bunnyhopping.
Reflex's movement code is so incredibly faithful that I'm going to assume the stair jumping problems I've been having are from the same cause.
This is desirable behavior to basically noone, especially since the stair code doesn't apply to tall ledges. They should prevent stair climbing from mapping your momentum to the stair surface if you didn't start out in the air.
The only thing I can see it damaging is the stair jump to RA on aerowalk... Which you could still allow to be done with some workaround.
[quote]Added minimum time between jumps (to avoid mousewheel spam issues)[/quote]
Yep, we need fixed stair stepping now. Being able to jump twice within 30ms is the only way I've been able to bunnyhop up stairs effectively.
In VQ3 and CPMA, stair code still works even if you're in the air. The problem is that the stair code indiscriminately maps you and your momentum to the surface of the stair, requiring you to have another jump queued if you want to keep bunnyhopping.
Reflex's movement code is so incredibly faithful that I'm going to assume the stair jumping problems I've been having are from the same cause.
This is desirable behavior to basically noone, especially since the stair code doesn't apply to tall ledges. They should prevent stair climbing from mapping your momentum to the stair surface if you didn't start out in the air.
The only thing I can see it damaging is the stair jump to RA on aerowalk... Which you could still allow to be done with some workaround.
ETADPU
Newborn dropped a development timeline yesterday (2/11/2015) of what the team hopes to accomplish in the coming months and these are the two closest updates:
NewbornVersion 0.31.x
For this version, we've been making big changes to our art pipeline. For players, this means better performance -- both generally and through the newly implemented quality settings. Running some profiling on my system, the current Steam build averages 146fps. The new version averages 154fps on High Quality, 184fps on Medium quality and 264fps on Low Quality. We're expecting these numbers to improve further as we finish off the last tasks and if Low Quality isn't enough for you still, we've got a High Visibility mode planned that will have very little detail but should run very very fast. Reflex now also supports DirectX 10 devices.
There's also exciting changes for us devs, who are excited about weird things. One of the major changes is implementing a macro/micro texture system. In simple terms, what this means is that we now create a material that says "this bit here is wood and this bit here is steel and this bit here is cloth". Not only does this significantly improve the detail of our textures, it also lowers the cost and makes tweaking and customizing materials a whole lot faster and more powerful.
This power will be passed on to map authors as soon as we hook up a UI for it. Initially, this will mostly mean that you can have complete control over the colors of the dev textures via tint overrides but eventually you'll be able to override each micro-material on a surface. For example, if we provided a material that was a door with iron bracing, you would be able to replace the iron with something like steel or gold or the wood with a darker version or a worn, painted version (that you could then change the paint colour of).
We've also cleaned up our PBR shaders (including the addition of Image-Based Lighting and Reflection Probes), changed the way all of our textures are packed and compiled and are currently working on some changes to the lightmaps that should increase performance and decrease their filesize.
Oh and Electro made our loading bar orange for no apparent reason.
So, this has been another huge job, immediately following the last huge job (the netcode). The reason we've been quiet with updates is this isn't something we can put out half finished -- it requires us to redo every single material and effect in the game (until recently, things looked very, very broken). We also need this tech done so we can continue progressing with our secret unseen art.
NewbornVersion 0.32.x
The major feature for this release is planned to be an overhaul of the UI system. If everything goes to plan, when we're finished we should have a UI system that is much, much faster to implement so it won't take us hours of fucking around just to do a simple options menu. We're not sure how much will be added or redone in this version but the important part is that development of features like matchmaking, a better server browser, workshop support for maps, training and tutorials etc will no longer be blocked by a crappy UI system.
Fortunately, the UI system can be done behind the scenes -- having it half finished won't prevent us from putting out updates. So we'll probably take this opportunity to fix some of the underdeveloped bits of gameplay that are dragging matches down.
The first of these is changes will be the way MegaHealth respawns. Instead of the fixed 30 second respawn it's on currently, we will be implementing a CPMA style "Respawn after wearoff" system. Initially for testing, "wearoff" means "player has lost 100 health, either by damage or by health decay". In order to avoid the situation where the player who last had the mega gets to know the exact timing but their enemy has to guess, we'll be implementing a visible and audible effect when Mega has worn off and the respawn timer has started ticking.
Next up is splash damage going through walls. We spent a couple of hours the other night working out a system that meets all of our requirements and we're happy with how it looks on paper. The plan is that splash damage will penetrate though 8u brushes but beyond that will be blocked as expected. Primarily this means that if mappers want to create special, risky sections of walkways that are vulnerable to splash, they can. Players will be able to easily recognize these thin surfaces and know to be careful on them. The system also fixes the problem of "stair armor" found in some games where an 8u high step can magically shield you from a rocket exploding 2 inches from your feet. It also makes peeking over ledges slightly more dangerous -- if your feet are ~8u from the edge and a rocket hits it, you'll still take damage (previously, you'd have to have your hitbox actually overhanging).
This release may also see an experimental Respawn Preview system implemented. The way this works is that after dying, your view is teleported to where you will be respawning but you are not actually spawned until you click. This adds some meta to the spawn system. Players could wait to spawn to avoid a nearby enemy or stay safely dead until a nearby item respawns. They could spawn sooner, prepared to quickly finish off a weak player nearby (or telefrag them if they're stupid enough to stand on the spawn).
Like all the experimental features it ultimately comes down to how it plays. If it adds nothing significant to gameplay (or worsens it), it'll be stripped out. If it's awesome, it can be tweaked and built upon (this system could easily evolve into a "choose your own spawn" system if it looked like that system would have value).
We're also expecting to do some minor fixes and improvements such as proper overtime and biasing player respawns away from whoever killed you (instead of where you died). Oh and we'd like to have a Resist power up in soon.
Newborn also tossed in a plan for 0.33.x to 0.36.x (full post in link including the two updates above) about highly general stuff that he and the team want to accomplish, and it sounds like they don't want to stray too far from the CPMA gameplay base concerning other gameplay types until they reach that 0.36.x landmark.
ETADPU
Newborn dropped a development timeline yesterday (2/11/2015) of what the team hopes to accomplish in the coming months and these are the two closest updates:
[quote=Newborn]
[b]Version 0.31.x[/b]
For this version, we've been making big changes to our art pipeline. For players, this means better performance -- both generally and through the newly implemented quality settings. Running some profiling on my system, the current Steam build averages 146fps. The new version averages 154fps on High Quality, 184fps on Medium quality and 264fps on Low Quality. We're expecting these numbers to improve further as we finish off the last tasks and if Low Quality isn't enough for you still, we've got a High Visibility mode planned that will have very little detail but should run very very fast. Reflex now also supports DirectX 10 devices.
There's also exciting changes for us devs, who are excited about weird things. One of the major changes is implementing a macro/micro texture system. In simple terms, what this means is that we now create a material that says "this bit here is wood and this bit here is steel and this bit here is cloth". Not only does this significantly improve the detail of our textures, it also lowers the cost and makes tweaking and customizing materials a whole lot faster and more powerful.
This power will be passed on to map authors as soon as we hook up a UI for it. Initially, this will mostly mean that you can have complete control over the colors of the dev textures via tint overrides but eventually you'll be able to override each micro-material on a surface. For example, if we provided a material that was a door with iron bracing, you would be able to replace the iron with something like steel or gold or the wood with a darker version or a worn, painted version (that you could then change the paint colour of).
We've also cleaned up our PBR shaders (including the addition of Image-Based Lighting and Reflection Probes), changed the way all of our textures are packed and compiled and are currently working on some changes to the lightmaps that should increase performance and decrease their filesize.
Oh and Electro made our loading bar orange for no apparent reason.
So, this has been another huge job, immediately following the last huge job (the netcode). The reason we've been quiet with updates is this isn't something we can put out half finished -- it requires us to redo every single material and effect in the game (until recently, things looked very, very broken). We also need this tech done so we can continue progressing with our secret unseen art.[/quote]
[quote=Newborn]
[b]Version 0.32.x[/b]
The major feature for this release is planned to be an overhaul of the UI system. If everything goes to plan, when we're finished we should have a UI system that is much, much faster to implement so it won't take us hours of fucking around just to do a simple options menu. We're not sure how much will be added or redone in this version but the important part is that development of features like matchmaking, a better server browser, workshop support for maps, training and tutorials etc will no longer be blocked by a crappy UI system.
Fortunately, the UI system can be done behind the scenes -- having it half finished won't prevent us from putting out updates. So we'll probably take this opportunity to fix some of the underdeveloped bits of gameplay that are dragging matches down.
The first of these is changes will be the way MegaHealth respawns. Instead of the fixed 30 second respawn it's on currently, we will be implementing a CPMA style "Respawn after wearoff" system. Initially for testing, "wearoff" means "player has lost 100 health, either by damage or by health decay". In order to avoid the situation where the player who last had the mega gets to know the exact timing but their enemy has to guess, we'll be implementing a visible and audible effect when Mega has worn off and the respawn timer has started ticking.
Next up is splash damage going through walls. We spent a couple of hours the other night working out a system that meets all of our requirements and we're happy with how it looks on paper. The plan is that splash damage will penetrate though 8u brushes but beyond that will be blocked as expected. Primarily this means that if mappers want to create special, risky sections of walkways that are vulnerable to splash, they can. Players will be able to easily recognize these thin surfaces and know to be careful on them. The system also fixes the problem of "stair armor" found in some games where an 8u high step can magically shield you from a rocket exploding 2 inches from your feet. It also makes peeking over ledges slightly more dangerous -- if your feet are ~8u from the edge and a rocket hits it, you'll still take damage (previously, you'd have to have your hitbox actually overhanging).
This release may also see an experimental Respawn Preview system implemented. The way this works is that after dying, your view is teleported to where you will be respawning but you are not actually spawned until you click. This adds some meta to the spawn system. Players could wait to spawn to avoid a nearby enemy or stay safely dead until a nearby item respawns. They could spawn sooner, prepared to quickly finish off a weak player nearby (or telefrag them if they're stupid enough to stand on the spawn).
Like all the experimental features it ultimately comes down to how it plays. If it adds nothing significant to gameplay (or worsens it), it'll be stripped out. If it's awesome, it can be tweaked and built upon (this system could easily evolve into a "choose your own spawn" system if it looked like that system would have value).
We're also expecting to do some minor fixes and improvements such as proper overtime and biasing player respawns away from whoever killed you (instead of where you died). Oh and we'd like to have a Resist power up in soon.[/quote]
Newborn also [url=http://www.reflexfps.net/forums/index.php?/topic/2092-development-roadmap-february-2015/]tossed in a plan for 0.33.x to 0.36.x[/url] (full post in link including the two updates above) about highly general stuff that he and the team want to accomplish, and it sounds like they don't want to stray too far from the CPMA gameplay base concerning other gameplay types until they reach that 0.36.x landmark.
i wanna play this but theres never anyone in any servers :(
i wanna play this but theres never anyone in any servers :(
Someone teach me how to play this game. :<
Someone teach me how to play this game. :<
grapeadd/message me for duels any time boys
i would also be glad to teach new players, just lemme know
zigzterSomeone teach me how to play this game. :<
[quote=grape]add/message me for duels any time boys
i would also be glad to teach new players, just lemme know[/quote]
[quote=zigzter]Someone teach me how to play this game. :<[/quote]
downpouri wanna play this but theres never anyone in any servers :(
find some duel partners
zigzterSomeone teach me how to play this game. :<
what are you having trouble with?
movement: http://www.reflexfps.net/forums/index.php?/topic/116-reflex-movement-overview-for-new-players/
mapping: http://www.reflexfps.net/forums/index.php?/topic/91-need-to-know-how-to-map-click-here-now/
If you can play QL, it's very similar in terms of skillsets
basically you want to control the items to be able to get frags
you will learn a lot about this game just by playing it, even if you get 50 to -5'd
but it's very helpful to find someone near your skill level and play them a lot
also grape is playing in a tournament next weekend
http://www.reflexfps.net/forums/index.php?/topic/2104-na-reflex-tournament-2-sign-up-here/
[quote=downpour]i wanna play this but theres never anyone in any servers :([/quote]
find some duel partners
[quote=zigzter]Someone teach me how to play this game. :<[/quote]
what are you having trouble with?
movement: http://www.reflexfps.net/forums/index.php?/topic/116-reflex-movement-overview-for-new-players/
mapping: http://www.reflexfps.net/forums/index.php?/topic/91-need-to-know-how-to-map-click-here-now/
If you can play QL, it's very similar in terms of skillsets
basically you want to control the items to be able to get frags
you will learn a lot about this game just by playing it, even if you get 50 to -5'd
but it's very helpful to find someone near your skill level and play them a lot
also grape is playing in a tournament next weekend
http://www.reflexfps.net/forums/index.php?/topic/2104-na-reflex-tournament-2-sign-up-here/
I've probably played less than 10 hours of QL, so I'm having trouble with everything.
I kinda know the most basic of the basics. I probably just need a duel buddy.
I've probably played less than 10 hours of QL, so I'm having trouble with everything.
I kinda know the most basic of the basics. I probably just need a duel buddy.
i wanna get better too so add me if u wanna duel
i wanna get better too so add me if u wanna duel
matchmaking supposed to come maybe this year pretty stoked
matchmaking supposed to come maybe this year pretty stoked
My initial thoughts on it, as it stands very bare bones, are good. Before I could even play the game I had to set up a config so that my refreshrate wasn't at 60, fps wasn't capped, settings were the way I wanted, etc. but it's so early in development that's expected. Like the creators' mentality though. They really want to create a fun and competitive shooter. I'll wait til I play with a friend tonight to see how the dueling is.
My initial thoughts on it, as it stands very bare bones, are good. Before I could even play the game I had to set up a config so that my refreshrate wasn't at 60, fps wasn't capped, settings were the way I wanted, etc. but it's so early in development that's expected. Like the creators' mentality though. They really want to create a fun and competitive shooter. I'll wait til I play with a friend tonight to see how the dueling is.
Sad this game died before version 1.0 :(
Sad this game died before version 1.0 :(
What are you talking about? They're not advertising the game at all due to it being Early Access, but it's fully functional. They just released netcode a month ago and I would assume are working on something else big now.
What are you talking about? They're not advertising the game at all due to it being Early Access, but it's fully functional. They just released netcode a month ago and I would assume are working on something else big now.
I could use a duel buddy, 1260 elo in QL duel for skill level reference.
I could use a duel buddy, 1260 elo in QL duel for skill level reference.
According to what's said in this thread, this game does not see a lot of players playing it at the moment.
Considering the game is in early access to provide quids for the devs after a failed kickstarter, how long do you think they will sustain developping it? Or then, if they must keep a day job, how long will it take to be released?
Sure I never played CPMA (like 98% of video game users), but why would i even play this game instead of the free to play quake live, or play directly CPMA in quake 3?
I mean, I like the genre, it's pretty awesome that these guys built their own engine, but i'm seriously worried it won't find its public and then die cuz lack of money. Hell there isnt even new gameplay ideas to at least renew the original CPMA.
According to what's said in this thread, this game does not see a lot of players playing it at the moment.
Considering the game is in early access to provide quids for the devs after a failed kickstarter, how long do you think they will sustain developping it? Or then, if they must keep a day job, how long will it take to be released?
Sure I never played CPMA (like 98% of video game users), but why would i even play this game instead of the free to play quake live, or play directly CPMA in quake 3?
I mean, I like the genre, it's pretty awesome that these guys built their own engine, but i'm seriously worried it won't find its public and then die cuz lack of money. Hell there isnt even new gameplay ideas to at least renew the original CPMA.
They're not advertising the game because it's not ready for new players (doesn't stop me though). Imagine if they heavily advertised it right now, and a bunch of people who've never played an arena shooter buy it, and end up getting destroyed by the current player base which seems to mostly consist of CPMA/QL veterans. They'd quit and never come back.
They're planning on releasing full in-game tutorials and matchmaking, which will ensure (in theory) that new players will play against other new players, while the game will hold their hand a bit with the tutorials.
They also recently posted what they've got lined up for future patches:
http://www.reflexfps.net/forums/index.php?/topic/2092-development-roadmap-february-2015/
They're not advertising the game because it's not ready for new players (doesn't stop me though). Imagine if they heavily advertised it right now, and a bunch of people who've never played an arena shooter buy it, and end up getting destroyed by the current player base which seems to mostly consist of CPMA/QL veterans. They'd quit and never come back.
They're planning on releasing full in-game tutorials and matchmaking, which will ensure (in theory) that new players will play against other new players, while the game will hold their hand a bit with the tutorials.
They also recently posted what they've got lined up for future patches:
http://www.reflexfps.net/forums/index.php?/topic/2092-development-roadmap-february-2015/
It indeed looks neat. I just hope they will make it till the end :)
It indeed looks neat. I just hope they will make it till the end :)
Performance update is live. Important bits as follows:
Server
- Re-wrote server front-end to use windows forms instead of raw console. This should actually reduce CPU loads.
- Fixed a bug where the servers Steam information was being updated far more often than it needed to be. This fix should also reduce CPU loads.
Client
- Reduced required DirectX version to 10.0
- Input is now sent to the server at 75fps (down from 125fps). This should lower the CPU load for dedicated servers with no noticable impact for players (the server only ticks at 75fps anyway so the extra data was largely wasted).
- Lightmap format has changed. We now store an extra colour for low end machines, instead of the expensive per-pixel lightmap information. Sorry mappers, this means you need to rebuild.
- Ridiculous amounts of graphics optimisations (shadows, zprime, decals, gbuffer format, shader optimisation, normal blending). Players should see significant FPS increases across all video configs.
- Created micro/macro texture architecture, giving us more detail, more customization and using less GPU.
- Added configs for different video modes. Until we've done our options menu, the easiest way to change video settings is to bring down the console, type "loadconfig vid_X" and then "saveconfig" to store the changes. Graphics presets are:
- vid_high
- vid_medium
- vid_low
- vid_hi_vis
- Added lots of cvars to scale graphics for different hardware. Generally, 2 is highest quality, 0 is lowest quality.
- r_shader_quality <0-2>
- r_texture_quality <0-2>
- r_effect_quality <0-2>
- r_shadow_quality <0-2>
- r_texture_resolution <0-2>
- r_texture_microdetails <0-1>
- r_high_vis <0-1>
- Updated lava shader to something prettier
- Loading bar is now orange for no reason
Known Issues:
Reports of video driver crashes and occasional freezing of client/server. Consider this a general stability warning -- huge amounts of the engine have been rewritten and we're expecting some bugs
[url=http://www.reflexfps.net/forums/index.php?/topic/2133-testing-031x-looks-better-runs-faster/#entry11974]Performance update is live[/url]. Important bits as follows:
[b]Server[/b]
[list]
[*] Re-wrote server front-end to use windows forms instead of raw console. This should actually reduce CPU loads.
[*] Fixed a bug where the servers Steam information was being updated far more often than it needed to be. This fix should also reduce CPU loads.
[/list]
[b]Client[/b]
[list]
[*] Reduced required DirectX version to 10.0
[*] Input is now sent to the server at 75fps (down from 125fps). This should lower the CPU load for dedicated servers with no noticable impact for players (the server only ticks at 75fps anyway so the extra data was largely wasted).
[*] Lightmap format has changed. We now store an extra colour for low end machines, instead of the expensive per-pixel lightmap information. Sorry mappers, this means you need to rebuild.
[*] Ridiculous amounts of graphics optimisations (shadows, zprime, decals, gbuffer format, shader optimisation, normal blending). Players should see significant FPS increases across all video configs.
[*] Created micro/macro texture architecture, giving us more detail, more customization and using less GPU.
[*] Added configs for different video modes. Until we've done our options menu, the easiest way to change video settings is to bring down the console, type "loadconfig vid_X" and then "saveconfig" to store the changes. Graphics presets are:
[olist]
[*] vid_high
[*] vid_medium
[*] vid_low
[*] vid_hi_vis
[/olist]
[*] Added lots of cvars to scale graphics for different hardware. Generally, 2 is highest quality, 0 is lowest quality.
[olist]
[*] r_shader_quality <0-2>
[*] r_texture_quality <0-2>
[*] r_effect_quality <0-2>
[*] r_shadow_quality <0-2>
[*] r_texture_resolution <0-2>
[*] r_texture_microdetails <0-1>
[*] r_high_vis <0-1>
[/olist]
[*] Updated lava shader to something prettier
[*] [b][i][u]Loading bar is now orange for no reason[/u][/i][/b]
[/list]
Known Issues:
[size=16]Reports of video driver crashes and occasional freezing of client/server. Consider this a general stability warning -- huge amounts of the engine have been rewritten and we're expecting some bugs[/size]
http://i.imgur.com/pHMy5cj.jpg
125 FPS!
i5 and GTX 9800
I CAN RUN THE GAME
[img]http://i.imgur.com/pHMy5cj.jpg[/img]
125 FPS!
i5 and GTX 9800
I CAN RUN THE GAME
Yessss, it's so smooth now :o
Yessss, it's so smooth now :o