Reflex Alpha 0.37 Update

image: rTA329a

QuoteReflex is a competitive Arena FPS that combines modern tech with the speed, precision and freedom of a 90s shooter. If you sunk countless hours into the Quake or Unreal series, Reflex will feel like a welcome return of the old school shooter feel. If you didn’t experience classic arena FPS gameplay, you should immediately reclaim all those unwasted years by being part of Reflex!


  • 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


  • 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)


  • 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


  • 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).


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



  • 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)


  • 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


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


  • 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.


  • 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. (fixed in 37.1 update)




image: 58f9139ed1f27dea-16x16 reflexfps.net
image: 4c6c5cefe844a84d-16x16 esreality.com

This update was posted a few days ago. I haven't bought it and I'm uncertain as to how many ET players are currently playing or have tried Reflex, but the Dev team seem to be really involved with the community over at their forums, something a lot of games have disappointingly struggled to provide. Link below to buy on Steam, though it is probable that the price will be lower during the winter.

image: Steampowered_favicon Available on Steam
Comments
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I think Vo0 has been playing Reflex lately, seems like a good game if you like the genre.
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slower version of warsow :S
closer to q3cpm than wsw :S
Parent
This. Looks cool, going to get it.
Parent
I approve of this game image: thumb-white-up
isnt it pretty much just another quake / warsow?
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