Cortex Command - data010


Ladies and gentlemen, this craft taking off today has been over eight years in the making...

Powered by a world-class 2D physics engine, a unique and modular game design on top, massive and varied content built with fully integrated editors (all included!), and extreme integration with the Steam Workshop for endless expansion, we at Data Realms are incredibly proud to present:

Planetoid Pioneers - the Physicsvania prequel to Cortex Command!

Speaking of Cortex Command, as a thank you to all owners of this previous game of ours, we are offering a 25% Loyalty Discount to you on top of the 25% Launch Discount for the special Contributor Edition of Planetoid Pioneers! This means, as an owner of Cortex Command, you end up paying 25% less than the base price for Planetoid Pioneers, and also get bonus access to the official Contributor Community Discord server, where you can easily share your content with other creatively-minded people and chat directly with the core development team.

We hope you enjoy exploring the current crop of wildly different worlds that ship today in the Asteroid Belt of Planetoid Pioneers, and look forward to seeing many more automatically pop up on that map from the Steam Workshop as the community grows and continues to create!

Head over to the Planetoid Pioneers store page THIS WEEK ONLY to claim your juicy deal!
Cortex Command - data010


Folks, it's an exciting time over here at Data Realms. Next week we are launching our NEW game,
Planetoid Pioneers - which is actually a prequel to Cortex Command!

In celebration of that, we are making Cortex Command FREE for an entire weekend! Yes, you get to keep it forever after, too. (edit: yes, really you get to keep the full thing, never have to pay)

AND, if you own Cortex Command by the time Planetoid Pioneers launches on Thursday next week (Feb 8), you also get an 25% OFF it! Just add PP to your wishlist to be reminded.

So, just press that button to get all these free goodies - and stay tuned for more exciting Cortex Command developments this year!

Cortex Command - Valve
Get Cortex Command Free for a Limited Time!*

Choose between different factions, with their own set of expendable soldiers, mechas, and weapons. Protect your brain, mine gold, and destroy the enemy cortex in his bunker complex!

*Offer ends Sunday at 10am Pacific.
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--->
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