So here’s an update on what we’ve been working on. There was a bit of a slump in productivity in June as we moved our offices, but we’ve picked up the pace in the past week.
A big problem with making mods for Cortex Command has been that any new names you defined in your data module could collide with ones found in any other random mod out there. So, if anyone tried to load both your and that other mod at the same time, very strange and unexpected things would occur (someone else’s arms and legs on your guy!). Or just crash the game with little clue as to what conflict caused it.
So we took a break from working on the new editors to solve this problem. Now, user made data modules form their own ‘name-spaces’, and thus can define whatever names they want, as long as they don’t conflict with anything in the official Base.rte module. This means your SuparGun will coexist peacefully with that other guy’s SuparGun, as long as you both follow some simple rules:
Back to work on the Scene and Gib Placement editors!
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Great! Very useful yes!
This is aweasome
What else build 15 will have? New craft? New weapons? New actors? New maps? TURRETS?
@MAXIMDUDE:
No, Data only will add new things in the final version. That will be one of the things that will make it worth the money.
Yeah, maybe so — but I think one of the things that has made Cortex Command so great is the community testing new stuff. And if we don’t occasionally see the odd new feature (that’s not an ‘under the hood’ thing), it might start to lose its appeal.
True, true. But look;
# Gibbable ships and new ships, working on these, some may appear in next test build
# New guys and guns.. may save for real game too
# Ability to force reload of all ini’s without restarting game, will be in next build.
New gibbable ships may appear in next build. That’s probably a good thing, since it’s (almost) completely new to the game. New characters will probably work in about the same way as old ones, but gibbable ships are new to the concept.
Also I wonder when DaTa’s gonna try start optimizing the engine. If that’s the last thing he’s going to do, then that would almost be worth paying for in itself.
So I see you’re a bit more active now, Data…
Does this mean you’ll update the blog a little more often? D:
Would this RTE independence eliminate the material index conflicts as well? Right now, if you download many different mods, their material indexes overlap and CC crashes with an error that says “Material Index ### already used by [Name of material].” or something in those lines.
Hey Niklas I saw your work in The Player PDF Magazine !!!
We’re going to find a solution for the material too, yeah.
The editor is really coming together. Next build is going to be a lot of fun
WOOOOOOOO!! NEXT BUILD! YAY!!!!
I just hope it wont get all out mods screwy…
Hey, Data: someone else asked this but you didn’t answer, and I’d also like to know the answer to this.
Will there be the option to create emitter-type objects as rounds or weapons that can be fired? Not as in the actual guns, but as ammo?
Some sort of easier and more reliable way of creating rounds that have emitters or trails, so that we could finally have reliable working rocket-propelled ammunition or other things of that ilk?
zombie, yeah we’ll rearrange things to make effects like that easier to do at some point soon
This is pretty off-topic, but do square objects still dig?
Ohhh Data
Will the timer on explosives be fixed?
Cause it wont allow setting the timer to -1 for impact explosives or stuff that never explode
It just insta explodes killing you and lagging
Hey Data…
Is there any news on pool able water?
Because on the forums lots of people would like that feature.
If you cant talk about something such as this its okay.
Yay! Thanks, Data!
ey data plz reles the game lol
Praise you for your helping hand.