Posted by Data in Cortex Command - December 30th, 2016

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%

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4 Responses to “Cortex Command Build 32, the Performance Update is HERE”

  1. Dario - # December 30th, 2016 at 6:05 pm

    I can already download the update, from data realms licensing page?

  2. Data - # December 30th, 2016 at 10:49 pm

    Really soon we’ll have it ready there too; it’s live on Steam right now

    – D

  3. Rodelero - # December 30th, 2016 at 10:41 pm

    This is really cool. Thanks, dudes.

  4. BaseBlox - # January 3rd, 2017 at 3:52 pm

    This update is awesome! The performance updates are hugely effective – it’s almost shocking how smooth the game stays through explosions and huge piles of bodies. Thanks for keeping up the good work on this incredible game!! 😀

    Though the update did cause some issues with controllers (right stick on 360 controllers in particular). Would love to get a small update with some controller settings tweaks (at least deadzone settings). Thank you again for all that you’ve done!!