Posted by Data in Cortex Command - August 29th, 2007

New Pie Menus

Download Test Build 18!

  • 32-bit rendering effects! Shiny gold, glowing fireballs and tracers, etc.
  • Much-improved player interface with adaptable pie menus. All relevant commands just two buttonpresses away!
  • 32-bit video mode – no more palette corruption problems.
  • Enemy spawns are now data driven… Modders: fight against your own creations, just look in Activities.ini
  • Memory leaks massively reduced, can play long games without RAM being eaten, and overall memory footprint reduced.
  • Several crash bugs gone and other glitchfixes

We’re proud of this one – enjoy!

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172 Responses to “Delicious Pie Menus and Eye Candy in Test Build 18”

  1. Blob - # September 9th, 2007 at 12:46 am

    Also… This Pallete problem is still here.. It Makes some sprites look very very wierd and game crashes when I choose this thing with corrupted sprite. Also I have some wierd bug with weapon. The sprite is normal, not corrupted, I can use it ingame, but.. When I choose it in bunker builder game crashes.

  2. robolee - # September 9th, 2007 at 6:17 am

    @ ideas
    you fail, this isn’t some ascii stuff.
    Massively Multi-player On-line Game
    is what you meant

  3. gsm - # September 10th, 2007 at 10:34 am

    Crashed repeatedly trying to config gamepad 1, at the moment I hit the last button to config.

    Don’t default my editor units to brainhunt, since this just kills them all quickly, as they mosh to the right or left.

    Maybe there could be some sort of a team-value for building blocks in the editor? No new tile may overlap a tile from the other team, or something like that. So the guy I’m playing against can’t just drop a unit next to my brain?

    Show current weapon name when I hit menu, and “next/previous item” should be the name of the next item.

    Otherwise, awesome!

  4. big WILL - # September 10th, 2007 at 5:13 pm


    I still cant find out how to get mods to work 🙁

  5. someone lol - # September 11th, 2007 at 7:46 am

    ok data yo have to stop delet my message i have righ to post and u cant stop me i would like to complian u cant see what gun u use and u cant see what ammo and its much harder to use

  6. Kazuki - # September 11th, 2007 at 4:27 pm

    @ Someone

    You may have a point, but everyone couldn’t give less of a shit for what you have to say on the internet.

  7. Purple - # September 11th, 2007 at 4:41 pm

    Some of the drawbacks are not seeing what gun you’re using. This is bad for small weapons like pistols, or grenades.

    Also, you can’t switch to no weapon at all, or see your ammo.

  8. Koniferus - # September 11th, 2007 at 4:47 pm

    I LOVE IT!!

  9. Predator King - # September 12th, 2007 at 12:16 am

    Please try

  10. Data - # September 12th, 2007 at 4:55 pm

    The current item label showing issue has been fixed.

    Someone Lol: No, you do NOT have a right to post to this website. It is a privilege extended by the owner, and if you write unconsctuctive/offensive/incomprehensible comments, they will be moderated.

  11. postrodent - # September 12th, 2007 at 11:00 pm

    Some kindly person gave me a link to the game and I am delighted. Watching a rocket lose balance and bleed flame as bullets slam into it… so awesome! It’s like the best of Liero and a good RTS game, in one physics-y package. This is glorious work, here. I very much look forward to buying the game.

    #1 issue — you guys are probably working on this, but could we have it so that guys automatically pick up weapons that they’re dropped onto? It’s a bit tedious having to go round telling them to pick up the gun while enemy fire whizzes over them.

  12. Data - # September 13th, 2007 at 2:26 am

    Postrodent: Thanks for your comments. The issue you mention has been fixed, stay tuned for the next build.

  13. Delgado - # September 13th, 2007 at 8:22 am

    Also it would be very cool if your able to pick up magazines, and if you didnt have infinity ammo, it would make the game harder, and more realistic. like a ratio above your player. . . (ammo left in magizine:rounds left) that would add an great twist to the game

  14. robolee - # September 13th, 2007 at 8:35 am

    “stay tuned for the next build.”
    yay ^-^ new build soon…?

  15. Somone Lol - # September 13th, 2007 at 6:05 pm


    Is the problem fixed with the red actors coming out of red craft? lol

  16. SOMEONE LOL - # September 13th, 2007 at 6:07 pm

    you spelled my name wrong.

  17. Dudu - # September 20th, 2007 at 3:17 pm

    do the gates work? and if they do, how do they work? ^^ i cant seem to do anything to afect them.

    otherwise: AMAZING GAME 😀 just played it today 4the first time 🙂 keep up the good work ^^

  18. Pie2.1 - # October 2nd, 2007 at 7:26 pm

    I can’t go in scene editor. I dont know if its just just my computer or it has not been made yet?

  19. Pie2.1 - # October 2nd, 2007 at 7:27 pm

    Nice effects though. I LIKE THE SHINY!!!!!!!!!!!!!!!!!!!!!

  20. Caelas - # October 9th, 2007 at 6:50 pm

    Good effects, but i enjoyed build 12-13 better. They were simple and fun. You’re doing a great kob Data, and i look forward to giving you my money. Also, your comment on the ltest download, it syas something about NOT being something. Explain?

  21. Awesome - # December 5th, 2007 at 8:10 pm

    Crashing drop pods look so good.

    Just one minor nudge as a FPS fan i keep reloading the game when trying to reload weapons by mistake.

  22. Airburst - # October 10th, 2009 at 4:57 pm

    I can’t believe this is still here.
    Time for some good old piles of dead bodies.