Community Announcements - data010


Your wait is over: both for this fresh build of your old faithful game, and also for the next frames in the heat of the fiercest battle! Don't wait to get a copy for yourself or a friend, since the massive 85% OFF sale will only last for a few more days...

Here's what's fresh, thanks to Evgeniy "Weegee” Vigovskiy, Jesús “GranPC” Higueras Pica, and Chris “Montdidier” Kruger:

Performance
  • Cortex Command now pumps up to 2x more frames per second!!
  • Game activities no longer slow down when played for too long.
Gameplay
  • Added keyboards shortcuts for weapon switch, reload, drop and pickup actions (also works with gamepads).
  • Gib editor now rounds all offsets.
  • Deployments can spawn flipped for non-flipped actors.
  • It's easier to find out how many gamepads were detected and who moves the cursor in UIs.
  • Limbless actors will inevitably and quickly die.
  • Reworked Test Activity to act as an ordinary GAScripted and execute Global Scripts (good for testing and debugging global scripts).
Content
  • Bunker breach can be used with randomized bunkers.
  • Added randomized fortresses for Bunker Breach.
  • Added new skirmish activity Siege, which uses Bunker Breach maps.
  • Nerfed heavy ronins a lot.
  • Added global script, which gives 3x more gold when digging.
  • Added infinite ammo global script.
  • Added invincible crafts global script.
  • Added instant and delayed delivery global scripts.
Bugfixes
  • Added range checks to functions, which take Team as parameter to avoid memory corruption.
  • When brain actor is deleted, MovableMan checks if it's a brain and if it is, set's this brain to 0 to avoid crashes.
  • Dead actors no longer roll and scream infinitely
  • Dead actors reduce their AngularVel.
  • Fixed crashes in allegro and luabind.
  • Vanilla activities now count used MOIDs on per-team basis.
  • Fixed the shield-related crash in Campaign.
  • Primitives are no longer drawn on top of game UI elements.
  • Fixed a bug, which caused a crash in buy menu.
  • Fixed crash caused by digging.
Lua binding improvements:
Scene:
  • function GetOptionalArea the same as GetArea, but does not render scene incompatible for Activity if specified area is missing
SceneMan:
  • function RestoreUnseen(const int posX, const int posY, const int team)
  • function RestoreUnseenBox(const int posX, const int posY, const int width, const int height, const int team);
FrameMan:
  • function DrawTextPrimitive(Vector start, std::string text, bool isSmall, int alignment) , alignment 0 = left, 1 = center, 2 = right
  • function DrawBitmapPrimitive(Vector start, Entity * pEntity, float rotAngle, int frame)
  • function CalculateTextHeight(std::string text, int maxWidth, bool isSmall)
  • function CalculateTextWidth(std::string text, bool isSmall)
GameActivity:
  • function int GetActiveCPUTeamCount()
  • function int GetActiveHumanTeamCount()
HDFirearm:
  • property FiredOnce, r/o , Whether at least one round has already been fired during the current activation. May be 0 because weapon might have activated but no actual rounds were fired yet.
  • property FiredFrame, r/o, Whether at least one round has already been fired during the current frame. Use this to check if weapon fired something.
  • property RoundsFired, r/o, How many rounds were fired during this frame.
GameActivity:
  • property BuyMenuEnabled, r/w, Whether buy menu is enabled for this activity
Actor:
  • property AimDistance , r/w
  • property SightDistance, r/w
AEMitter:
  • property BurstDamage, r/w
  • property EmitCountLimit, r/w
  • property EmitDamage, r/w
INI changes:
PEmitter:
  • Lightweight, non-rotating MOSParticle-based emitter
MovableObject:
  • DamageOnCollision 0,1 - When it's != 0 actors takes health damage on collision with this MO, without penetration
  • IgnoreTerrain 0,1 - When it's 1 MO ignores any terrain collisions and travels right through them
Settings.ini:
  • PreciseCollisions 0,1 - When off uses experimental simplified MO collision model which may improve performance up to 30%
Community Announcements - data010


Once again, just as you thought we'd given up on Cortex Command, Evgeniy “Weegee” Vigovskiy, Jesús “GranPC” Higueras Pica, and Chris "Montdidier" Kruger bring you a juicy update for the holidays! This time it's mostly focused around massive performance enhancements. With the new build coming out in a couple of days, you can have hordes of little guys going at it, without much slo-mo action kicking in.

So keep an an out for it dropping this weekend, right before the year ends!

Speaking of which, Cortex Command can be bought for LESS THAN THREE DOLLARS on Steam right now during the Winter Sale. Only until the 2nd of January, though... so this is a good time to spread the carnage; buy a copy for a friend!
Community Announcements - gran.pc+cc
Evgeniy “Weegee” Vigovskiy
Stefan “Abdul” Winberg
Ken “CaveCricket48″ Vu Do &
Jesús “GranPC” Higueras Pica

bring you a MASSIVE update (on Steam right now, Humble shortly):

Major features:
  • THE MOID (OBJECT COUNT) LIMIT IS GONE*!!! (*Not truly gone, but hardly reachable)
  • Randomized maps: create a map once, play it forever
  • Bunker prefabs: build your bunker of any size in no time
  • AI skill sliders: bored? We have ‘Unfair’ AI skill for ya.
  • Global scripts: add some pepper to any activity or control AI units in the campaign your way.
  • Mod manager: no more .rte renaming!
  • Constructor tool: AI brains seal themselves in tunnels to live long (and probably even prosper).
  • Visible inventory: guess no longer about how many nukes you have left in your pockets.
  • Scenes previews: you don’t have to remember all those scene names.
Content updates:
  • 36 randomized maps for the campaign.
  • Almost 200 bunker prefabs.
  • New Dummy weapon – Lancer.
  • Wounds, jetpacks, headshot damage multipliers, generic variables – all exposed to Lua.
Other improvements and fixes:
  • Deployments can be used instead of units to make your map compatible with any player-selected techs.
  • AI skill adjustments.
  • Resolution selection fixes.
  • HSplitScreen and VSplitScreen work just like before.
  • Secret endless campaign mode.
  • Tooltips on/off checkbox.
  • Steam can be manually disabled if any start-up problems arise.
  • Diggers create tunnels which way easier to walk through.
  • Factions balance tweaks.
  • Campaign strategic AI tweaks.
  • Campaign tactical tweaks.
  • You can safely set health more that 100, yet it’s still not recommended.
  • Foreign items can be removed from the buy menu.
  • Press CTRL+W to dump the entire world to .BMP file.
  • Author can specify default gold, fog of war and other options for your activity and prevent player from changing them.
  • Some activities may load scenes while discarding any pre-placed actors.
  • Deployments now work correctly in scenario/skirmish modes. No more zombie spawns!
  • AI actors in sentry mode no longer ignore enemies after reloading.
  • The jet-pack mass indicator use jet-pack strength instead of hard-coded values.
  • Small objects are less likely to mysteriously gib after a collision. (MOs now automatically gib when AngularVel > 2000/(MaxRadius+1) instead of 100).
  • Meta Game: Crafts with MaxPassengers = 0 as are not used as drop crafts by the AI
New ini-properties:
  • “AutoStabilize” (1 or 0) for ACDropShips. Enable/disable hard coded use of the upper thrusters, see the Dummy Drop Ship for a lua stabilization script.
  • “ScuttleIfFlippedTime” for Dropships and Rockets. Craft gib if upside-down more than this value in ms. 4000ms by default, disable with -1.
  • “LoudnessOnGib” [0..1] for MOSRotatings
  • “LoudnessOnEmit” [0..1] for AEmitters
  • and many more here
Lua changes:
  • Exposed MinThrowVel and MaxThrowVel for ThrownDevice
  • and many more here

Build 31 is out for Windows and Mac OS X right now! The Linux version is being worked on and should be released shortly.

Also, sign up for the Pioneer Program and be part of what’s next from Data Realms, already 5+ years in the making:
Community Announcements - data010


Sorry for the delay, dear Mac folks – the Build 30 update of CC finally dropped after yet another round of heroic efforts by our porting guru Chris Kruger (pictured above)! It’s on Steam right now with full workshop integration - enjoy!
Community Announcements - data010
<a href="http://cortexcommand.com" target="_blank"><img src="https://s3.amazonaws.com/DRLMainStatic/images/announcement_capsule.png" alt="Cortex Command Build 30 Announcement" width="570" height="630" /></a>

The first update in over a year, Cortex Command Build 30 is out, and it's MASSIVE.
Visit the official site for the details on this game-changing revision.
Community Announcements - data010
Check out the game-changing new way to control your teammates with squad mechanics that is coming soon in the next build (#30) of Cortex Command! Get the full scoop on our >dev log<

<center><img src="https://s3.amazonaws.com/DRLMainStatic/images/ccgifs/squad1.gif" /></center>
Community Announcements - >>--The Heartsman--->
Kotaku

Cortex Command began life as the project of a Swedish high school student. That high schooler has now turned 30, gotten married, moved to the United States and become a citizen. And, at long last, he's launched his game.


Everything about Cortex Command, by Data Realms, shrieks of a labor of love, from the fact it still has the physics engine that Dan Tabar created for it in February 2001. The trailer you see above was made by a fan "who lives in the far east of Siberia," where evidently there is a huge following for this game.
The music in that trailer comes from Danny Baranowsky, who did music for Super Meat Boy and The Binding of Isaac.


We first wrote about it four years ago.


Cortex Command doesn't seem to fit into the easy boxes that we put a lot of games into. It's definitely a real time strategy game, with elements of side-scrolling platformers in it as well. The game has been released on Steam and is available now for $17.99. It works on both PC and on Mac.


Cortex Command [Steam]


YouTube video uploaded by Data Realms


Product Release - Valve
Cortex Command is now available on Steam for both PC and Mac. Buy it once. Play it on both Mac & PC! Purchase now and save 10%*.

A project over eleven years in the making, Cortex Command has rich 2D pixel graphics coupled with an extremely detailed physics engine, which allows for highly replayable and emergent real-time action!

*Offer ends October 5th at 10am Pacific time.

...

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