Reflex (arena FPS) alpha thread

latest update: 0.42.0 - Blaze it - April 18
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Reflex Development Update // October 2015

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For those who don't know this was a failed KS last year, then they launched it in Early Access in pre-alpha state in November and have been updating it since. Base price is $10/10€. As far as I understand there are still no bots in this and these are the player numbers, just so you know what you're potentially getting into. Been trying to follow these arena shooters that been popping up for these months, this seems to be well regarded.

http://store.steampowered.com/app/328070

Dev update video

Reflex 0.34 has been released, featuring a new sun/sky system, a new race mode and the usual slew of bugfixes and tweaks! But more importantly it also brings the last pieces of our core tech into the game, marking our transition from pre-alpha to alpha. To celebrate, not only have we released a new development update video, we've decided to go 50% off for the next week.

The last four-and-a-bit months have been breakneck for developers and players alike.

We've released a netcode update that has been widely praised by the most competitive and demanding AFPS players on the planet.

We've launched a brand new, extremely configurable UI and HUD system. User-made custom HUDs are appearing almost daily and game configuration now much more accessible for players who haven't spent 15 years using console commands.

On the graphic side, we've made huge tweaks to the renderer that not only brought the finishing touches to our PBR rendering pipeline, but also gave solid framerates to players with hardware that would struggle to be considered "low end".

Throughout this development, we've also seen over 200 community made maps uploaded to the reflexfiles.com fan site. There have been multiple competitions each month, ranging from the low-skill focused Garbage Cup to competitions like the THC Cup and Sanetopia, featuring some of the best players in Europe and North America. Each competition is seeing more signups and a larger prize pool than the last.

With all our tech now in place, we're ready to start smashing out art and gameplay updates, squashing bugs and implementing features the community has been eagerly awaiting like matchmaking, VoIP and Steam Workshop.


0.34 changelog


Also something handy I saw on Facepunch

IDIrm7L.png
 
Quake 3 done for the new era but made by indie dev's the movement and shooting looks very good! Saw it a few months back looking pretty solid now and more than 200+ maps from the community? Holy fuck!
 
So is everyone that plays this really fucking good? That's what i'm always afraid of with small population games. I'm interested but haven't played Arena FPS in years. I just know I'll get smoked,
 
I figure I played CPMA so much they deserved my 5 bucks. Played it last night and was pretty happy with the game, it's obviously very much an alpha but the basics are all there and the movement just feels right

I'm not too sure about this steampunk/scifi/whatever art and design, but as long as I can tweak picmip and turn brightskins on I'll be fine
 
bought this game awhile, have no one to play with and every time I join a lobby the other guy never plays.

Hopefully this game makes it a full release as I expect that's why the player numbers are so low. There are still arena fans out there but most people aren't going to support an EA title from an unknown dev
 
I picked this up awhile ago as well and like Omega said the player base is pretty low. I really like the idea of having the map editor and it works well but it's a bit clunky still but it's obviously early I think if they nail the editor this would stand out over the other arena shooters.

The game already plays good and the movement/shooting feels good as well I think they've certainly got that down and with some tweaking here and there that should be no problem. I really hope this turns out well in the end for them.
 
Reflex .36 has been released

Some awesome patch notes regarding art and engine:
If you are reading this, 0.36 has finally hit... and it's easily our biggest release to date.

For players, the biggest additions will be the full weapon set and industrial assets -- all in our new style. It's been incredibly rewarding to see all of this come together over the last month and we're excited about some cool, (secret) thing that we're going to be able to do with this style. This is the start of Reflex getting a whole lot prettier.

If you're a mapper, you've now got a fully customizable, Lua-based UI for the editor (including an in-game content browser at last). Since there's no textures for it to cause problems with now, you can also scale meshes and override materials on every object, making assets a whole lot more flexible. We've also unified our lighting system, allowing for faster build times, less lightmap stomping, no more nolight textures and a consistent look across brushes and meshes.

For the tech geeks, we've made a lot of changes under the hood to support a vertex count that has jumped from 300 thousand to 30 million in the space of a month. Besides countless small tweaks, we've also added a batching system, multiple reflection probes, NVIDIA ShadowWorks HBAO+, Level-of-detail meshes and probably more I've forgotten. With so much changed, detailed bug reports (submitted on our forums) are going to be invaluable.

We're really happy with how this update has come together and ready to start working on the next.


Editor:

Content browser for effects/meshes/materials
Entirely Lua powered now, so get customizing.
All meshes & brushes can now have their material type and colour overridden
Meshes can now be uniformly scaled up and down.
Prefab system (EntityPrefab, me_createprefab, me_breakprefab, me_updateprefab, me_destroyprefab -- full docs soon)

Minor improvements:

Increased UI mouse scroll speed
me_snapangle is now a float
Pickup positions now always exposed in replay
Changed respawn & teleporter sounds -- many more will be coming with our updated sound engine.
Added industrial ambient sounds
Removed a heap of profiling sections so cl_show_profiler 1 is no-longer useless
Added r_profiler 2
CPU & Memory optimisations for servers
Added weapon land impulse
Added weapon bob (see cl_weapon_bob)
Added ultra quality settings

Tech:

Added static batching
Removed lightmapping (we're now 100% probe-lit)
.probe files are now redundant -- all baked lighting is saved into .light
Can now load un-matching .light files (no more lightmap stomping the second you change anything)
Added support for multiple reflection probes (requires DX10.1+)
Added SMAA x1
Added quality levels for FXAA
Implemented NVIDIA ShadowWorks HBAO+
Implemented LOD system

Bug fixes:

Restored UV rotation commands
me_getmaterial now works again when no faces are selected.
Weapons no-longer rotate around crazy when building lights, much to newborns dissapointment.
Fixed rotation on meshes when doing group rotations
Editors can no longer select/delete/created player, grenade, rocket, cell, burst, stake, temp, cameraPath, vote or damage entities. We kept that bug secret for ages!
Quad & resist effects no-longer seen on weapons on 3rd person players
Several server bugs fixed
Disabled stake launcher (for now)

Lua/console

Lua functions: nvgFillImagePattern(), nvgLineCap(), nvgLineJoin(), nvgMiterLimit(), nvgGlobalAlpha(), nvgTextLetterSpacing()
Lua vars: providing selected entity properties, providing selected brush properties
me_activematerial and me_createtype are now vars not commands (they'll be saved to config / are query-able from lua)
Added me_setentityproperty
Added me_activealbedo and hooked it up to UI

Art:

Added industrial theme. It's only a single bullet point, but it includes about a hundred assets and will include more over time.
Added first-pass weapon art -- still some polishing to do.
Revised carnage effect
Updated hostile to match the new art style.
Optimised some effects
Fully themed BDM3
 
The new art looks fantastic, as do the new weapon models.

Looking forward to playing some more, hopefully the update brings in a few new players.
 
Man this looks awesome. Harkens back to the simple fun of Q3 and Unreal Tournament '99.

I wonder if my laptop from 2012 will run it...
 
Man this looks awesome. Harkens back to the simple fun of Q3 and Unreal Tournament '99.

I wonder if my laptop from 2012 will run it...

It's definitely not the most optimized game just yet (being an Early Access release), but with the eye-candy turned down I think you'd be in with a shot.
 
I don't know what it is with this game, even at 120 fps on a 60hz monitor it doesn't feel smooth. I'll be upgrading from HD 7950 to a GTX 980 next month so maybe that will sort of the performance issues at this game's early stage.

I like the new art style but I'm curious how the increased polycount on all their assets would compare to actual textures in the same style in terms of performance impact.
 
Latest alpha release feels great, but unfortunately there is still some effets work optimization / parallelization to be done. Having the FX on anything other than low makes the game be in the 30s and 40s in a fight. Even then it is still dropping frames due to CPU when something explodes.

GPU utilization is never so high like it should be and one core is pegged to like 90% :/
 
The problem with all of these new Quake style arena shooters is that they're basically in direct competition with their biggest influence via Quake Live, and doing Q3A better than Q3A is a tall order.

I'll check it out though. The guys managing QL aren't taking it in the best direction.
 
It's ROBOT WARZ =)

The birthday 1 year anniversary celebration was awesome! I'll try to find show match ctf footage from it but for now here's the trailer from the last patch:

https://www.youtube.com/watch?v=nPaO4jqiVH0


#ReflexFPS is truly a great game with an amazing dev team behind it.

I wish more people loved CPMA like i do. It was probably the biggest FSP e-sport around at one point when fatal1ty and vo0 both owned at it and fought on mtv for 1 million dollars in cash in painkiller (a very similar game).
https://www.youtube.com/watch?v=KibbuugIQT8 Vo0 vs Fatal1ty - Painkiller CPL World Tour Grand Final

But if you didn't play this type of high mobility Quake game modification or Painkiller, Reflex is definitely the title to pick up and try out IMO.

It's like 8 bux Canadian there is no reason not to own and play this game if you are a serious FPS player.

This is a real FPS game and not for the dumbed down generation of mass marketed gimmick no mouse/kb games. If you put hours into learning the movement of this game you will have the concepts and mechanics forever in any other game remotely similar (or easier).

A good game to add to your gaming resume.

http://www.f3allready.com/ for server refresh that's better than the alpha browser and ~ connect ip:port
 
0.40 - Statistically insignificant

And finally...

Reflex 0.40.0 marks the first release using a new set of internal development tools. While developing, we often find ourselves going back to the Steam build to play random peasants and are immediately stuck by how much it sucks compared to the development version we've been using. With these new systems in place, we should be able to release smaller updates more often, instead of holding on to good features for 3 weeks waiting for other features to become shippable. We're not entirely sure what our release schedule will be like yet, but the take away for players is that you can expect to see features within a couple of days of them being ready.
 
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