I'm all for more KOTH maps being put in the rotation but honestly there really are almost none in development that seem to have potential. Sandstone seems interesting and I was really hoping for Canopy but after a bit of testing it was shown that the transition from spawn->point would need to be redone and that seemed to kill development. Speaking of development, I was hoping to see a new version of Metalworks soonish, it's been rc5 for some time now and the other two main custom maps have gotten updates or have one planned soon. I think that Coalplant could be a better map if it was given more feedback but honestly the same exact thing could be said about every map in development. Logjam currently seems to be the only map really getting large amounts of playtime and feedback so I hope that it might see some time in the US scene soonish.
Account Details | |
---|---|
SteamID64 | 76561198040399924 |
SteamID3 | [U:1:80134196] |
SteamID32 | STEAM_0:0:40067098 |
Country | United States |
Signed Up | January 29, 2013 |
Last Posted | June 23, 2023 at 12:09 AM |
Posts | 1213 (0.3 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 1.1 |
Windows Sensitivity | 5 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1920x1080 |
Refresh Rate |
240hz |
Hardware Peripherals | |
---|---|
Mouse | Razer Deathadder |
Keyboard | Logitech G610 |
Mousepad | Steelseries Qck Heavy |
Headphones | Sennheiser 569 |
Monitor | ASUS VG259QM |
Despite the whole anime thing Stalin is actually a cool guy and a pretty solid demo. As he said in his post he has not had the best of luck with teams the past couple of seasons so hopefully he can find a quality home this season.
Also he plays more promode
:~)
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/
AlfieAre those rockets he seemingly randomly shoots predicted? Or was he just lucky?
I can assure you that myT is the luckiest person to have ever lived.
Small thing, it seems whenever a new build is released your config (game.cfg) is wiped so make a backup if you have not downloaded the update.
Also heres the converted cpm22 (aerowalk)
https://drive.google.com/file/d/0B_Ty00VSWn3AX19SUUE3U0RXZFE/view
http://www.reflexfps.net/forums/index.php?/topic/64-cpm22rmx/
Put in reflex/base/internal/maps
Seems that almost all of the original maps have been removed, if anybody has not updated to build 26 would they mind uploading the maps folder they have?
Another edit, some maps people have made
ESDMM (remix of povdmm4 by es')
http://puu.sh/cEzFn/23e83838b5.jpg
http://puu.sh/cEzyQ/bc0e45fe6a.map
MOVE (Movement/freestyle map by mew and chezda)
http://puu.sh/cEzN2/52074bb41d.jpg
http://puu.sh/cEzUL/04c4108697.map
You may need to copy the text into a file and rename it .map
Despite being incredibly gpu taxing in it's early state I am having a whole lot of fun with this game, there's a b0_beta6 styled movement practice map called ps-b4 that is pretty fun to mess around on. Second door seemed a bit broken but if you go into editor mode and raise up the push trigger brushes a couple units everything should work. Have not really gotten a chance to mess with the editor outside a few small tweaks to levels people were playing on but mapping seems to be really really cool and fairly simple to learn.
just bought this but for some reason my GPU is going to 100% use as soon as I launch any ideas for fixes?
Hergan5I can't move names on targetid's after Halloween update, is this normal? If not, can someone tell me what's wrong?
I was having this issue as well and I solved it by changing the wide values on "SpectatorGUIHealth" in TargetID.res to move it back and forth. I could still move it up and down using the Y value though.
http://i.imgur.com/GB5MMCe.jpg
Copied f_blues hudobjectivekothtimepanel.res over to my hud and I am lacking backgrounds on my timers. What file handles this?
https://www.youtube.com/watch?v=XG6OBj7CtlU
New CPMA frag video by myT featuring frags all preformed by himself in a variety of game modes. It is his entry to the The Creative Minds Editing Competition hosted by Style Productions. More information can be found on the ESR post linked below.
http://www.esreality.com/post/2678760/waxed/
Other movies by myT:
Quake - The Moohvie
http://www.esreality.com/post/2467660/quake-the-moohvie/
Cow Promode
http://www.esreality.com/post/2628562/cow-promode/
http://www.reddit.com/r/reflex/comments/2l4jby/early_access_will_be_available_soon_here_is_what/
Update on the early access.
We've picked up our old demoman Kuestif from our playoff runs, sorry to those who have added myself or shadowpuppy but did not get a tryout.