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Reflex arena defrag
Reflex arena defrag





  1. #REFLEX ARENA DEFRAG DRIVER#
  2. #REFLEX ARENA DEFRAG CODE#

Players vs player collisions get extremely annoying with big quake/source engine boxes, at high movement speeds even with 43 ping in QL I hit another guys collision box from 3m. UE3 game RO2 with its no lagcompensation+client side reg feels real time, if server is good it never gets annoying and frustrating.Īnd no twitching/teleporting to few server positions back when you die, you should always die on client side. Most players will get annoyed and frustrated very fast with such netcode. "We're pretty happy" can turn out in some pissing off server side reg only "waste 1000 hours getting used to predicting where to shoot dodging enemy and still hit not as good" netcode. L4D2 made all new players suck hard with vsync on as default setting.

#REFLEX ARENA DEFRAG DRIVER#

No option for vsync and ignoring driver prerender setting will help new players play better, for ex. Good gradual tutorials for movement, weapons, tactics and modes. I'll just leave some suggestions:īy default best graphical settings for enemy/surroundings visibility.

reflex arena defrag

We'll probably revisit it later, since it causes problems with things like plasma climbing, but for now there are a lot of bigger things to be working on. If you mean collision box (used to figure out of a players face hit a wall) then we're still using boxes (for now). If you mean hitboxes (used to figure out if a weapon hit a player) then we're using capsule shaped hitboxes - the hostile character has been designed to fit nicely in to that shape. I hope players have small bounding collision cylinders instead of huge boxes? We're pretty happy with how the current netcode is feeling, but it's still a little bit experimental so we won't be going in to specifics just yet. Not that, but exactly what is still uncertain. What kind of netcode will it have? Low tickrate huge pings + ton of interpolation with annoying lagcompensation like source engine?

#REFLEX ARENA DEFRAG CODE#

It's been written that way from the very first line of code - that's why we're using our own engine and not someone else's. The plan is to have the usual competitive modes (1v1, TDM, CTF, DOM) but also casual modes like midair etc.Įngine is optimized for low latency in mind? Matchmaking is something we'll look at but probably not until after release. Cheaper than AAA titles! We'll have a donation box soon for pre-Kickstarter support and once on KS you can pledge what you please.

reflex arena defrag

Just did the Teleporter to Yellow Armor trick on Use and Abuse. Can't wait to see things like this in Reflex: There's a couple of things we're hoping to show before the end of the month. We're expecting to get Reflex on to It's a little early to jump on Greenlight but we'll let you know when we do. If it still plays well with the changes to Reflex's gameplay, we'll include it. Do you have a plan to promote cpm1a for reflex?Ī: We'll definitely build and test it. A competitive first person shooter that combines modern tech with the speed and precision of 90s shooters.







Reflex arena defrag