Topic: Reflex – Patch 1.1.0

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    Reflex – Patch 1.1.0


    • Effect optimisation: burst impact, increased spark gravity, reduced number of sparks by 20%, better spark orientations, reduced spark length, increased spark width
    • Effect optimisation: rocket explosion, redcued number of sparks by 33%, reduced spark lengths,  better spark orientations
    • Effect optimisation: blood particles duration now 1.5 seconds (was 2.0 seconds)
    • Removed ribbon trails off plasma eject cases
    • Shell casing duration reduced from 10 seconds to 5 seconds (making it a max of 10 casings laying around per person for 5 seconds of sustained fire)


    • Modified Jaguar head to reduce clipping
    • Added Plague head
    • Added Bunny Head
    • Added Turtle Head

    head_bunny_sml.png head_plague_sml.png head_turtle_sml.png


    • Furnace (dp5) has had an art pass
    • Fixed name for Stage 1 Combat
    • Changed name for Stage 2 Combat to follow the same convention
    • Aerowalk update: now in sync with workshop version for match making (previous clip fixes)




    • Added Announcer – He says things about the match and things you do
    • Greatly improved performance of client-side particle collision
    • Added map editor sun enabled property
    • Added cl_weaponcycle to UI
    • Teleporter meshes now appear in the content browser
    • Fixed post-fix string issue on date formatting
    • Fixed issue where bridge tool would fail when two source edges (from different brushes) were identical
    • Increased max length of addon description
    • Fixed case sentitivity lua error when calling callWidgetDrawOptions() or callWidgetGetOptionsHeight() with incorrect case (would break Menu.lua if clicking on addon with same name as widget, but different case)
    • Fixed flicker when selecting addon/widget in menu, selection is now drawn next frame (after filtering occurs)
    • Players no-longer suicide if they change to the team they’re already on (important for master server drop-in on team games)
    • Changed MM disconnect hover info from “Disconnecting will count as a loss, and you will incur a time penalty” to “Disconnecting will count as a loss” as we don’t give time penalties anymore
    • Sounds in these effects are limited to max length of 3 seconds:
      • internal/items/armor/armor_green_pickedup.effecttxt
      • internal/items/armor/armor_red_pickedup.effecttxt
      • internal/items/armor/armor_yellow_pickedup.effecttxt
      • internal/items/health/health_50_pickedup.effecttxt
      • internal/items/health/health_mega_expire.effecttxt
      • internal/items/powerup_protect/powerup_protect_pickedup.effecttxt
      • internal/items/powerup_quad/powerup_quad_pickedup.effecttxt
    • Shotgun low ammo warning is now at 5
    • Added Gamma Slider and r_gamma
    • Dropped weapons (i.e. backpacks containing ammo) are now pickup-able when you have full ammo of the dropped weapon type (and can utilize the ammo).
    • Team spawns: We no-longer favor spawns that have friendly’s near by. An enemy have rough-los to a spawn will now fully block it from being used.(note: If all spawns have rough-los from am enemy, it falls back to distance-bias based spawn.)
    • If you disconnect mid MM game via console, it will now correctly remove you from MM queue (this also catches case when connection is interrupted)
    • If you disconnect post MM game via console/menu, it will now correctly remove you from MM queue
    • cl_predict_items now defaults to 0


    • Full MM ladder now shown
    • Added drop in/out for casual modes
    • Match history now can be filtered by player
    • Doubles earns 15 CP, CTF earns 20 CP
    • Losers now receive 20% CP reward
    • added matchhistoryraw/ for importing to your own databases
    • Competitive MM unavailable below level 15
    • Added ‘Proving Grounds’ playlist – Thread Here


    •  Replay editor now hides with cl_show_hud
    •  TeamHud: fixed an error due to clients disconnecting
    •  Fixed issue where widget selection wasn’t being applied properly
    •  Added AccelMeter widget


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