Reflex 0.39 Released
After a major release towards the end of last year, TurboPixel Studios have once again updated their game with a whole host of new additions, improvements, and fixes. The largest update is the integration of Steam Workshop into the game, meaning that players can now callvote any map, on any server, so long as it has been uploaded into the Workshop. In terms of game-play, the developers are introducing a new spawn system which will correct of the issues with the previous iteration, including a line-of-sight check, to ensure that spawn raping is kept to a minimum. As we've come to expect, the game introduces new art, various bug fixes, improvements, and a new gun-model, check out full details below.
Workshop:
- You can now grab maps directly from the workshop when starting a server or callvoting a new map via the in-game menu.
- Added new console commands: "wmap <id>" and "wmatch <id> <mode>" for voting workshop maps
- Maps can now be published to Workshop directly from our map editor via the "Publish" button in the top toolbar.
- You can also rate, favourite and subscribe to maps during the end game screen.
Gameplay:
- Spawn system overhaul
- Fixed broken biasing giving wrong spawns
- You can no-longer spawn at same spawn as last time (10 second timeout)
- Added line-of-sight check
- LOS checks can favor/block potential spawns depending if person viewing it is friend/foe. In team games it's modified by number of people viewing spawn. i.e. 2/4 team mates looking at a spawn, will increase the change you can spawn there by 50% of the existing chance. Existing chance is based off normal distance biasing.
- Added fall-back in team/FFA games where all spawns are not available. It will allow any spawns except ones assigned to other team (ctf) or if a team mate is standing on it.
- Added initialSpawn property to player spawns -- these will be used for the first spawns of the game (provided there are enough available).
- Burstgun now fires 6 shots, at staggered offsets, and do 7 damage per pellet
Editor:
- Removed modes a1v1, atdm, affa from worldspawn -- these are now just attached to 1v1, tdm, ffa, respectively
- Added weaponclip magic material -- blocks shots but not players.
- Game won't end due to few players if there's a player in editor mode. (i.e. you can solo edit race maps while game is in progress now)
- Added EntityWorkshopScreenshot -- saves out high quality screenshots on publish so you can quickly update additional screenshots via the Workshop website
Improvements:
- Screenshot/screenshotWithDepth now save to PNG format
- Added support to auto-convert old netcode revisions to live version AKA "we can load old replays (from now on)"
- Improved connection/mapchange handshake-- maps can now be pre-loaded if client can source the same map. (from either disk or workshop)
- Improved load screen, no-longer triggered just on gamestate download. also displays client/server workshop download percentage.
- Added hands in 1st person (only partially visible on burst gun so far, WIP)
- Scoreboard will now list people queue'd for teams under the correct team. spectators / editors are still always on the left under team ALPHA.
- Added ready up text
- Implemented fog system
- Added end of game camera wobble & sound
- Added game finished flag to replay file. (only flagged if gamestate is gameOver on save)
- Replay recording are now correctly saved & stopped on map / mode change.
- You can now see yourself in the end-game screen.
- Replays created from workshop maps are now prefixed with TITLE instead of mapname (5939432432)
- Removed r_ssao & our SSAO implementation (we still have r_hbao)
- Renamed "SSAO" in options menu "HBAO+"
Bugs:
- Fixed replay editor toggle bind in UI (wasn't hooked up properly)
- Fixed incorrect material assignment - brick_gothic_wall_cnr
- Fixed AmmoCount.lua from stomping lua weapon colour (so it appeared white)
- "com_maxfps" limited to [10->inf) or 0. quick fix this prevents issues caused when playing < 4fps
- Fixed subframe bug where mousewheel events would be triggered when console was visible
- Fixed issue where clicking JOIN ZETA button wouldn't work (as it was performing two cvars on same frame, and correct data wasn't being sent to server)
- Fixed issue where cl_playercolor* would stomp some player state flags when it shouldn't. (such as changing team index to 0)
- Replay file names are now purged before saving to disk (previously bogus character names in players were preventing files from being created)
- Fixed script bug where "FRAGGED" would be displayed when you're queue'd to play.
- Binds are no-longer passed to game now when in the menu. (this fixed weapon being changeable in menu + also editor working in menu)
- Disabled crosshair in end of game screen
- Fixed spawn biasing to actually work properly (see more info in the "Gameplay" section)
- Callvote dialog no-longer hides & re-appears when die.
- Start server button (in menu) now performs "disconnect" first, ensuring it's a true server restart, and not just a map change.
Optimisations:
- Removed some redundant/old textures to free up some VRAM
- Updated hostile (has new normals, improved lods)
- Updated ivy textures: simplified albedo look a bit and halved res (1.7mb on disk to 440kb on disk)
- Updated pipes to have smooth normals
Maps:
- Updated PRDM3/Ruin, bolt platform lowered, new blue tele by the mh/yellow armor
- Maps shipped with Reflex have now been renamed to their proper titles (such as Ruin.map) instead of arbitrary gibberish
- Transitioned a heap of previously included maps to workshop
Servers:
- Renamed sv_public to sv_steam to avoid near-constant confusion
- Implemented sv_allowmodes -- server will prevent changes to anything NOT in that list. If list is empty, all modes are allowed.
Arts:
- New Burstgun mesh (still a work in progress)
- Industrial mesh set optimisation pass
- Optimised effects: environment steam
- Optimised effects: lots weapon trails and impacts
- Optimised effects: pickup smoke
- Ivy leafs now all support albedo overrides
- Ivy performance increase
Lua:
- Added Lua variables: serverConnectedToSteam, player.inventoryMelee, world.mapWorkshopId, timeLimit, timeLimitRound
- Added Lua function: meGetPrefabList()
- Exposed camera position to lua
- Fixed bug where data saved by widget:saveUserData() wasn't saving correctly if called in widget:finalize()
- Fixed issue where widget cvars were not saving correctly to .cfg
- Exposed vote information to lua
- Callvote popup implemented in lua -- we get pretty pictures now :)
- Fixed bug in WeaponRack.lua where it was stomping weapon colour to white
- Fixed issue where right & middle mouse were flipped for lua mouse regions.
Misc:
- Removed laughably out of date readme.htm
- Added match <mapname> <mode> command to save doing two seperate votes
- Implemented screenshotClean - generates high quality constant FOV screenshot. Can specify custom resolution here (and take 8k screenshots etc :))
Links: Reflex Official Website, Official Announcement