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Reflex: Arena shooter in development
posted in Other Games
151
#151
0 Frags +

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

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
152
#152
0 Frags +

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...

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...
153
#153
1 Frags +
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
[quote=Ultraz]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...[/quote]
I have a server up on my VPS. Any requests for maps/config?
[code]connect lense.pw[/code]
154
#154
1 Frags +
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?
connect lense.pw
When they update for private severs I can put up a tftv one.

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.

[quote=Lense][quote=Ultraz]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...[/quote]
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.
155
#155
17 Frags +

http://i.imgur.com/jGv4jGl.jpg

If you're not playing with 999 fov you're casual trash that will never make invite

[img]http://i.imgur.com/jGv4jGl.jpg[/img]

If you're not playing with 999 fov you're casual trash that will never make invite
156
#156
0 Frags +
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 :(

[quote=downpour]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[/quote]
agreed

playing on 80ms my railgun and lg are projectiles... not really fun at all currently :(
157
#157
0 Frags +

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
For anyone not using viewmodels, I found these settings to be working good with it

[code]cl_weapon_offset_x 0.000000
cl_weapon_offset_y -20.000000
cl_weapon_offset_z -16.000000[/code]
158
#158
0 Frags +

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

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
159
#159
0 Frags +
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.

[quote=snowblind]agreed

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.
160
#160
0 Frags +
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=iridescentFUZZ]

[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
161
#161
0 Frags +
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.

[quote=lyna]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]

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.
162
#162
3 Frags +
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.

[quote=lyna]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]

try mouse2. it's what most quake players use.
163
#163
3 Frags +

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

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
164
#164
1 Frags +

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

I ended up making a script that works in Autohotkey for the people that were in the same predicament as me
[quote]
WheelDown::
Send {Space down}{Space up}
return

WheelUp::
Send {Space down}{Space up}
return
[/quote]


Works perfectly :DDDD
165
#165
0 Frags +
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

[quote=coupe][quote=lyna]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]

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
166
#166
3 Frags +

https://www.youtube.com/watch?v=GtCSfxUWm6w

I made a little video showing some movement I guess.
Stairs and slopes are really bouncy.

[youtube]https://www.youtube.com/watch?v=GtCSfxUWm6w[/youtube]

I made a little video showing some movement I guess.
Stairs and slopes are really bouncy.
167
#167
0 Frags +
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.

[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.

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.
168
#168
0 Frags +

Did anyone else get on top of the default map? It's similiar to when you hit the skybox in TF2 :D

Did anyone else get on top of the default map? It's similiar to when you hit the skybox in TF2 :D
169
#169
0 Frags +

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.

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.
170
#170
5 Frags +

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.

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.
171
#171
0 Frags +
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.

[quote=Bonafide]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.[/quote]
The thing is that was a single jump :O
Weird.
172
#172
0 Frags +
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.

[quote=Bites]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.[/quote]
I think the goal is to use mwheel to make a few doubles and triples easier.
173
#173
2 Frags +

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.

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.
174
#174
2 Frags +

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 :>

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 :>
175
#175
3 Frags +

gotta win that 25 cents

gotta win that 25 cents
176
#176
1 Frags +

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?

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?
177
#177
0 Frags +

Try verifying the integrity of your cache, if that doesn't work re install. Report the bug to Newborn through the reflex forums

Try verifying the integrity of your cache, if that doesn't work re install. Report the bug to Newborn through the reflex forums
178
#178
1 Frags +

mouse-sensitivity.com added Reflex, if you feel like the sensitivity equation didn't give you the right result.

mouse-sensitivity.com added Reflex, if you feel like the sensitivity equation didn't give you the right result.
179
#179
-5 Frags +

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.

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.
180
#180
8 Frags +
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.

[quote=WARHURYEAH]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.[/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.
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