Reflex Update 0.37 Released!
Update:
The team behind reflex has also released a development update video, enjoy!
Original Post
The long awaited CTF update has finally arrived and it brings with it a lot of new features, changes, maps and bugfixes so without much further ado, here is the full changelog.
Links: Official Announcement
The team behind reflex has also released a development update video, enjoy!
- Gameplay
- Next pass movement tweaks
- Speed and control have been increased for A/D bunny hopping to give a similar feel to 0.36.
- Gravity has been increased slightly to between 0.36 and 0.37.0 values to still give an increase in hangtime and readability while feeling less floaty for players.
- Ground friction has been increased slightly to improve the feeling of responsiveness when on the ground.
- Speed bonus for circle jumps and strafe jumps has been decreased by 5% as many tricks were getting far too easy and that eventually rolls-on to worse maps and longer combat ranges.
- This tweak slightly changes the optimum angle for strafe jumps so you may lose some speed until your technique adjusts.
- Maps
- Added ctf-monolith-birthday variant
- Added dm-ashur-birthday variant
- Added thct2style
- Added xy2
- Updated thcdm13
- Minor fixes for ctf-monolith
- Servers:
- Servers can now be passworded with sv_password.
- Players will be unable to connect unless they know the password.
- To connect to a passworded server, use "connect <ip:port> <password>" or use the password dialog in the server browser.
- Servers can now set a referee password with sv_refpassword.
- Players who know the referee password may become a referee, causing all their votes to instantly pass.
- Bugs
- Fixed incorrect velocity for gibs.
- User Interface:
- The font color for delta score box is now switched between light/dark (based on adaptive luminance of background colour)
- Added an icon to show when a server requires a password
- Art
- Glass cubemap reflection support
- Added frosted glass material
- Game
- Added cl_camera_player <index> to instantly switch to spectating that player.
- Added referee mode: referee <password>, unreferee cvars
- Fixed crash on server map change if a player was holding flag/quad/resist.
- Revved netcode version to force server admins to update -- this is a critical update for server admins.
- Added map CTF_Sabflags.
Game:Bug fixes:
- Non-team games will now use teamA for player colours (or enemy if relative override set).
- Updated dp5 by def.
Improvements:
- Added scalar fallback for occlusion engine, required for CPUs that don't support SSE4.1.
- Players should no-longer be saved into light light shadow maps.
- Flagged crashreport to auto restart the app on crash on dedicated servers.
Original Post
The long awaited CTF update has finally arrived and it brings with it a lot of new features, changes, maps and bugfixes so without much further ado, here is the full changelog.
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 attachd (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.
Links: Official Announcement
s( ^ ‿ ^)-b
WINTER IS COMING