there gonna be pickups on the map
there are going to be "starting weapons"
friendly fire OFF by default
5v5
apart from hitscan, lot of energy-based prediction guns
alternative fire modes for weapons
Artwork of first weapon: LAW - Light Accelerator Weapon
Yesterday Project Nex developers shared new video from development build of game. This time they are explaining movement mechanics, which has changed since last movement-related announcement.
removed bunny hopping from the game - that's right guys
added dodging similar to UnrealTournament's one - can be bound to single-tap execution
added dash alike move - press jump key after dodging and you will be pushed extra in direction you previously headed
added wall-sliding - press default shift key
added wall-jumping - just press jump while jumping near wall
added air-dash - double tap while in air - moves you in chosen direction
Game developers claim, that all changes about are to make game less "floaty".
Level design preview
Also notice some kind of preview of art direction for level design in game - pre-alpha version of "Reliquary" level. You can see Unity3d's "Beast" Lighting Engine used.
Custom skins confirmed!
You can see in the end of video orange weapon, which according to official videos should be green. Yes - apparently game will offer alternative skins for weapons. Hats are not confirmed yet.
Edited by MajkiFajki at 06:03 CDT, 9 October 2014 - 3919 Hits
User MajkiFajki and many others were informed by the 5th update in the reflex kickstarter campaign about this somewhat bitter but probably practical decision of pulling the plug on the funding campaign.
However, the developers have announced via reddit and facebook that it will be soon coming to steam.
So as even our most optimistic fans are starting to realize, our Kickstarter isn't going to hit its target (barring some very wealthy miracles). This update will be entirely dedicated to explaining why we're not upset and why you shouldn't be either.
Right now, Reflex feels good. We think it feels good, pro-gamers think it feels good, new players think it feels good. We've succeeded in capturing the best parts of the arena shooter genre in a new, lean engine. Unfortunately, this is something that's hard to sell through videos and marketing bullet points.
The best way to get people excited about Reflex has always been to give them a copy to try for themselves. This has always been the approach we'd prefer to take. We want to grow the game alongside the community, we want to watch people's twitch streams, play their maps, download their frag films and jump on their servers to get our asses handed to us.
So to bring that scene together sooner, we're going to be shutting down the Kickstarter, focusing all of our development towards getting the game ready for Early Access. This work has already started -- that's why we've been a bit quiet the last few days. We've got a little bit more time than usual that we'd set aside for the Kickstarter and we're now cramming as much development into that time as we possibly can.
Edited by xou at 05:29 CDT, 9 October 2014 - 27136 Hits
Posted by MajkiFajki @ 06:34 CST, 9 February 2014 - iMsg
Warsow development team announced the release of their latest big update. Version 1.1 beta is now available and includes a rather expansive changelog with several graphic and engine improvement such as soft particles, FXAA antialiasing and more.
The changelog can be viewed below.
Engine:
> Feature: added builtin HTTP server (TCP port 44444) to serve UI AJAX queries and file downloads to clients.
> Feature: added localization support to User Interface and HUD.
> Feature: added support for TrueType and OpenType fonts.
> Feature: CTRL>MWHEEL up/down increases/decreases console font size.
> Feature: added TAB-completion for "demo", "cinematic" and "exec" console commands (thanks hettoo).
- Feature: dropped support for Quake1 and Quake2 maps.
- Feature: dropped support for bitmap fonts.
> Improvement: entities with active events use distance-based server side culling (prevents fast moving players from suddenly appearing in POV).
> Improvement: optimized cinematics playback by offloading YCbCr->RGB color-space conversion to the GPU.
> Improvement: domain names for master servers are resolved asynchronously at startup to prevent slow or N/A DNS servers from blocking.
> Improvement: Linux : updated input code to use XInput2.
> Bugfix: fixed various audio/video synchronization issues with cinematics.
> Bugfix: force vertical synchronization during playback of fullscreen cinematics.
> Bugfix: resampled Ogg/Vorbis sounds had the looping position set to wrong value.
Renderer:
> Feature: moved renderer from the engine core to separate DLL.
> Feature: rewritten rendering backend, GLSL2>-compatible.
> Feature: GLSL shaders are now loaded from disk allowing customization and easing development.
> Feature: added support for foliage surfaces and instanced rendering.
> Feature: added 'soft particles' effect to explosions and halo shaders.
> Feature: added FXAA support.
> Feature: added RGB shadowmaps (fallback rendering path when GL_ARB_shadow extension isn't available).
> Feature: "imagelist" and "shaderlist" console commands now accept glob pattern as an optional parameter.
- Feature: removed planar stencil shadows.
- Feature: removed bloom.
> Improvement: Q3A shader commands previously processed on the CPU are now processed in vertex shaders on the GPU.
> Improvement: optimized shadowmaps and changed them to use orthographic projection.
> Improvement: added LOD support to shadowmaps (shadowmaps dynamically lower their resolution depending on the distance to the viewer).
> Improvement: optimized VRAM footprint on modern GPUs for maps and models using half-precision floats.
Mapping:
> Feature: added misc_video_speaker entity to steam synchronized samples from the nearby videomap shader with audio spatialization.
> Feature: added func_timer entity.
> Feature: added target_relay entity.
> Feature: added target_delay entity.
HUD scripting:
> Feature: new drawing commands: drawStringRepeat, drawStringRepeatConfigString
> Feature: added new set of font commands: setFontFamily, setSpecialFontFamily, setFontSize and setFontStyle.
> Feature: added #WEAP_INSTAGUN constant.
> Improvement: improved scoreboard sorting (thanks hettoo).
> Improvement: upgraded crosshair images to higher resolution (thanks adem).
- Feature: removed setFont command.
- Feature: removed %MATCH_TIME variable.
User Interface
> Feature: added callvotes menu.
> Feature: added "Watch on TV" button to chasecam menu.
> Feature: Added Russian, Japanese, Frensh, Polish, Chinese, Dutch, Spanish, Hungarian, German, Italian, Finnish localizations.
> Bugfix: fixed rare crash in server browser menu.
Gameplay:
> Change: changed knockback from splash weapons from linear to quadratic and removed horizontal distance clamping.
> Change: changed riotgun pattern from spiral to a more traditional one, with wider horizontal spread.
> Feature: added cg_gun_alpha console variable to control gun opacity.
> Feature: picked up items now leave ghost trails in warmup mode.
> Feature: allow vote changing. The maximum number of changes is controlled with server console variable g_vote_maxchanges (thanks hettoo).
> Feature: added opcall "specstotv" which moves spectators to connected TV servers.
> Improvement: improved autojoin balancing (thanks hettoo).
> Improvement: optimized AI code.
> Improvement: default movement physics are now closer to old movement style
> Bugfix: map rotation now considers the current map too (thanks hettoo).
> Bugfix: maps were always missing one spawn indicator.
SDK:
> Feature: game modules are now C>> - compatible.
> Feature: AngelScript 2.28.1 patched to support named function arguments and 'auto' keyword (patch by GGLucas).
> Bugfix: fixed compilation with Clang.
- Improvement: C-compatibility layer removed from Angelwrap library.
Linux:
> Change: downgraded to libpng 1.2.
Media:
> 5 new songs in the soundtrack (previously featured in extended OST).
Posted by MajkiFajki @ 04:36 CDT, 6 September 2013 - iMsg
I could not attend to this year's QuakeCon. But my friend, Timothee "TTimo" Besset was there. I asked him if he could get some kind of souvenir for me - a t-shirt, mug or Rapha's underwear. He said "no problem".