![]() ![]() What I care about is will they even have a real playerbase and sell enough units for the game to even matter. I could care less how much feedback they take from the community. Because from all materials put out it looks like they're going for the same market as Nexuiz was. Originally posted by spessu_sb:You seriously comparing Reflex to freakin Nexuiz?Yes I am. Read the stuff on the game site and watch the trailer. beginner friendly tutorials (has been tested by non-quake players and managed to complete it) Just visit the Reflex site if you don't believe and also go check the reddit page how the devs are very communicative with the community and see the ideas for trhe game.Įdit: Just a few things forexample that are being payed attention in designing. Reborn is another one with great potential but so far Reflex has actually done real progress whereas Reborn has nothing really public yet. Reflex has the most potential out of any arena shooter that have showed recently. Reflex is by indie dev who was part of CPM development and there is no publisher who is setting the tone of the game, it's all designed by actual players who want to make truly great arena shooter. You seriously comparing Reflex to freakin Nexuiz? Didn't that one even have health regen? Nexuiz had a big AAA publisher (THQ) behind setting the requirements for the game so that made sure it couldn't survive because bad ideas was in the core already. Everybody seems to be into the majpor FPS titles big companies are pumping out like Battleifeld.Īlso, Quake 3 was alive and well last time I checked you just have to update the executable and game to the latest version. PE f7570000-f7573000 Deferred lsteamclientĠ0000134 (D) Z:\media\data\SteamLibrary\steamapps\common\Quake Live\quakelive_steam.Originally posted by Sonic Arsenal:I got a feelign reflex may just end up like Nexuiz. Module Address Debug info Name (61 modules) Slowly moving the mouse will give you 2.5x more 360. Even with all OS acceleration turned off and the mouse will be two very different 360 degree turns in the game. ![]() Then move the mouse very fast over this same distance. Move the mouse slowly in Proton 5.0 for a set distance. Use either Ubuntu 19.10 or the Daily branch of 20.04. I know this is a Proton bug b/c if I revert to the 4.0 branch the Quake Live sensitivity is not impacted by speed of my mouse movement as well it also matches a different game (which uses the same code = Quake III Arena, which I am playing natively on Linux outside of Steam). Slow movements make the mouse travel further in the game and super fast one's are abrupt and short (for same distance). It's like some kind of reverse (negative accel) effect is going on in the game. Moving the mouse on the mat slowly results in a similar sensitivity like on the 4.0 branch and also makes it go twice as far in the game (in terms of 360's). If you move the mouse quickly even with all acceleration parameters off and using raw input it will go a shorter distance than if you slowly move the mouse the same distance. Mouse sensitivity is registering different than on the Proton 4.0 branch. Same issue described as in the following ticket #3529 (comment) for Doom 2016 but for Quake Live.
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