[Sammelthread] Reflex - Arena FPS à la Quake 3 CPMA/QuakeWorld

Der konnte an beiden teilnehmen?
Ich dachte es gibt extra zwei Turniere, um eine Trennung vorzunehmen.

Etwas habe ich reingeschaut.
Das Game zu Kommentieren scheint gar nicht so einfach zu sein.
 
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man konnte teilnehmen wo man will. nur muss man dann halt auf den örtlichen servern spielen.

er hat allerdings als kanadier in frankreich n ping von 85 :-D

der typ is nur krank, ist auch glaub ich cs pro top3 in NA

hier mal das finale EU




 
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0.35.0 - Polyamorous

Gameplay:

- Reduced air knockback on shotgun from 2 to 1.25
- Increased plasma gun splash distance (mostly for plasma climbing)
- Increased rocket splash radius from 80 to 96
- Tweaked rocket self knockback to return rocket jumps to previous behaviour
- Reduced IC damage but increased the rate it fires -- overall damage per second is slightly lower
- Players now have a 0% chance to respawn nearest to where they died (still needs work)
- Tweaked the way plasma gun self knockback is applied for much improved plasma climbing.

Engine:

- Added r_desktop_composition cvar (defaults to 1)
- Fixed error dialog when direct3d device fails to create
- Significantly reduced network traffic when editing maps

Editor:

- Added support for multiple selection (control click)
- Added support for moving / cloning / texturing / rotating multiple brushes
- Added me_snapangle.
- Added me_rotate_dec / me_rotate_inc to allow rotation of selection (numpad +/-)
- Added support for rotating selections (both brushes and entities)

Meshes:

- Added ivy and rubble

Updated maps: dp4, dp5, f14p1, tephra, cpm21

** NOTE: Lightmaps built in previous versions of Reflex will need to be rebuilt **
 
Twitch streamen mit unterhaltung. reingucken! :)

dptwo.jpg
 
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hier mal ein kleiner einblick der neuen art-möglichkeiten

thct13new.jpg
 

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Ich kanns kaum glauben, aber ich habe gerad 10 Minuten 2 Typen beim fraggenz ugeschaut :d Aber nice.

Früher haben wir immer Q3 gespiet, wenn wir nach stundenlangem CS kein Bock mehr hatten und einfach fraggen wollten. Aber wir haben das nie so taktisch gespielt, wie die zwei in dem Video (Rama vs Afgh4n).
 
hehe :d

naja ist halt europameisterschaft gewesen. seit dem turnier stream ist ein regelrechter hype um das spiel entstanden. gepaart mit dem 50% sale gibt es grade sehr sehr viele neue leute auf den servern, die noch quasi 0 plan haben

also falls wer einsteigen will und keine lust hat nur zerlegt zu werden. jetzt ist der beste augenblick :-)

deathmatch sessions ohne ende aktuell am laufen. also einfach sinnlos rumrennen und metzeln :p
 
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Upcoming changes in Reflex Alpha 0.36

Art style change
As the following shots will make pretty clear, we've decided to change art style again. This time, we've opted for a stylized, deliberately low-poly, faceted, textureless look and it comes with a ton of advantages for both developers and players. Over the course of development, we've had as much praise for our minimalistic, dev-texture look as we have for the high detail art and we think the new theme finds a good balance between those two looks. As a bonus, it will also unify the standard/high-vis system into a single, clear, unique look.

- Art development is much, much faster -- Our little art team can smash out a handful of new meshes faster than we could previously create a single asset. Unlike the previous style, it also doesn't require months of renderer programming to get it looking its best. It's ready to go right now. We've also got a whole lot of previously un-seen art that can be quickly updated to our new style and released.

- More themes, more flexibility -- One of the original motivations behind the Teslapunk theme was to reduce the art workload. Building and supporting 3 unique themes to an AAA style was going to take years of development. Now that art flows much faster, we're able to create all the core assets required for a new theme in a month. Assets are also far more reusable between each or our environment themes (or entirely new, user created ones).

- Better performance -- In the future, we will continue to tweak the Reflex engine with the new style in mind, creating a much leaner, faster renderer.

Unique meshes for each weapon
One of the most long awaited art updates -- we finally have unique meshes for each weapon! We've still got some tweaks in mind for them (especially when it comes to animation and effects) but we're going to be shipping the first pass of them with the next update.

https://gfycat.com/DirtyGratefulHypsilophodon
https://gfycat.com/FlusteredThisDikkops
https://gfycat.com/DelectableMatureErin
https://gfycat.com/BeautifulTinyArcherfish
 
die nächsten beiden events stehen vor der tür

zuerst mein miniCup event (invite only) dp8-minicup - Challonge

der stream startet 4pm CEST (unsere zeit) unter meinem twitch stream Twitch

danach um 6pm CEST geht es weiter mit eRath Inaugural Tournament - Reflex - Challonge (500$ nostalgik turnier mit maps aller vergangenen AFPS ikonen -quakeworld, quake2, quake3, quake4, painkiller, doom3, unreal tournament)

der stream wird über FlairTV laufen Twitch

ich wünsche eine gute unterhaltung ;-)

reinschauen lohnt sich
 
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lol vo0 spielt reflex...sander der alte kackvogel...ich fang nun auch an ^^
 
Uh, nice!
Das Update schaue ich mir später mal an.
 
lohnt sich ;-)

bin auch grad dabei meine maps upzudaten

ist aber noch sehr sehr sehr am anfang :d

4AaqU4y.jpg
 
Ich hab nur mal kurz die Standard Map angeschaut. Der Stil gefällt mir deutlich besser, als ich dachte!
 
sodele hab dp4 geupdated. hier das resultat :-)

 
und ne weitere neue sehr geile optische map

 
und hier die nächste. diesmal dp5 von mir wieder


es kommt übrigens relativ zeitnah CTF als großes update raus. ich freue mich schon :)
 
Hat jemand ne idee ob das mit Crossfire läuft und wenn ja wie? Wenn es CF unterstützt kauf ichs mir heute.
 
geht. keine probs
 
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Art:

Early ancient Japan theme: bridge, shoji doors, candles, lanterns, crates, roof tiles, boulders, windows
Early vegetation: monkey tufts, underwater_grass, seaweed_01, grass_monkey_01
Added LODs for many (many) meshes throughout the game!
Carnage pickup updated
Carnage player effect updated
Updated melee weapon (more to come :))
Added weapon decal assets
Added effects: bubbles, drill effect

Editor:

Added EntityVolumeSelect (can use to create persistent selections, select VolumeSelect, click select)
Added 2d box select (hold control & click n drag)
Added light overrides to effects, so it's now easier to make lighting fit correctly in custom maps.
Added team materials -- these are magic materials that change colour with the team colours.
Added "teamIndex" to pointlight & spotlight overrides. this allows you to colour a light by team colour.
Added me_listprefabs to show list of prefabs in the current map
Added me_purgeprefabs to remove un-used prefabs (client side only, can only do 5 at a time, bit rough but it works)

Player visibility:

Added hero lighting to assist player visibility
Map creators can specify team colours in the worldspawn entity for their map
Clients can also override player colours locally
Console commands are:
cl_team_colors_relative
cl_team_colors_overridden
cl_team_color_a
cl_team_color_b
cl_team_color_enemy
cl_team_color_friend
Or better yet, just use the options menu

Game:

Added Capture The Flag mode (OMG HYPE!!1)
Removed outlines for various technical and gameplay reasons.
Added capsule hitbox for hit detection
Added silhouettes (r_silhouette) -- wallhack for friendly players/flag carriers/gibs/etc.
Increased player size to 72 units high / 36 wide for various artistic and gameplay reasons
Removed "downloading gamestate" console spam when connecting
Increased bolt range from 4096 -> 16384
Added "callvote shuffle" command
Added bind re mutator (for replay editor), added default replay binds to game_default.cfg
Added error to server browser when we fail to connect to steam (rather than just seeing 0 servers)
Quad damage sound now only triggers on initial fire for IC (too late to save Fleabittens eardrums)

Maps:

Added map CTF-Monolith by promeus & friends
Added DM-Ashur promeus & friends
Update thct7 from Tehace
Updated f14p1 from F14m3z

Bug fixes:

Flag/quad/mega/resist now dropped if you switch out of player mode (into spec/editor)
s_volume now correctly applied as sound system is initialised (rather than a few frames later)
Prefabs now correctly appear in replays
Plasma effect now reduces correctly on LOW effect setting
Powerups spawn now delayed at start of match
Fixed math bug where we weren't detecting camera was inside a scaled spotlight correctly (causing flickering)
Fixed bug where replays with > 8 players didn't playback properly
Fixed lua error in OptionsMenu.lua when adding bogus fields to widget positions
Local player weapon fire sounds are now properly attached (no-longer lag behind player)

Engine:

Added NVIDIA cloth
Added symbol to flag reflex.exe as a 3d intensive app on AMD mobile cards
Added software occlusion
Particle systems now sleep when occluded/notvisible
Tweaked static batching to better support large maps
Improved profilers, see cl_show_profiler 1/2/3, r_profiler 1/2, cl_show_traffic, cl_show_lagmeter
Added r_fullscreen_forcestretch for $aboo

Lua:

Added extra lua flags to death message: "deathTargetHadFlag", "deathTargetHadQuad", "deathTargetHadResist", "deathTargetHadMega"
Added CTF events
Added lua variable connectedToSteam

Server Admin Notes:

Expect an increased server load with 8-10 players on fully detailed Capture The Flag maps. RAM can jump from 30MB to 110MB and it's possible to be sending 30kb/sec per client.
This will be optimised in the future but for now, keep an eye on your server loads.
We are currently investigating a crash bug with the dedicated server software -- please send any crash reports.

Known Bugs:

Cloth occasionally vanishes -- just treat it as "Capture The Pole" until it comes back.
This is a huge release so expect this list to grow. Please send all crash reports!
Getting a few crash reports in the new occlusion engine. You can use r_occlusion 0 to disable it as a workaround for now.
 

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CTF stream online: Twitch

 
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hab ma wieder dp4 aktualisiert und die grafik aufpoliert. man sieht wie schön sich das spiel entwickelt

schade, dass es hier so wenig beachtung kriegt :-/


edit: noch etwas nostalgie hinterher

haben ein video gemacht um zu zeigen wie sich das spiel entwickelt hat. gegenübergestellt die aktuellste version von dp4 und die anfänge von damals

 
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schade, dass es hier so wenig beachtung kriegt :-/
Ja. Du bist der einzige, der am Ball bleibt.

Ich hab die Tage mit Kollegen sogar Quake Live gezockt, Reflex liegt aber brach.
Um es wieder aufleben zu lassen brauche ich Matchmaking oder Instagib Modi! :d
 
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