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. jayhayhayhay - # August 29th, 2007 at 5:30 am

    Hell yeah! nice one, i cant wait to play!”!

  2. TSR - # August 29th, 2007 at 5:37 am

    Wakka wakka! Wooop woop.

    Can’t wait to test it!

  3. Xinghoa - # August 29th, 2007 at 5:40 am

    Shoop Da Woop! Itas done! Yay.

    32 bit goodness…

  4. Erahgon - # August 29th, 2007 at 5:41 am

    Yay, time to have A-2s and Crobos raid my base.

  5. Slim22 - # August 29th, 2007 at 5:52 am

    WOW! You’re so quick with these updates. Looks GOOD! keep up the top work!

  6. WOOOO - # August 29th, 2007 at 6:06 am

    Wooo! Looks awesome, nice job.

    It is delicious pie menus, I must gain healths from it.

  7. Seraph - # August 29th, 2007 at 6:09 am

    Ahaaaa! :D

  8. Xtortion1980 - # August 29th, 2007 at 6:11 am

    nice,I must say. You have outdone yourself, Data,old chap
    vodka milkshake for you :D

  9. Skiv - # August 29th, 2007 at 6:11 am

    *jaw-drop + faints* impossible…

  10. Khyour - # August 29th, 2007 at 6:19 am

    Thank you.

  11. Dr_Pineapple - # August 29th, 2007 at 6:26 am

    Wow!
    But do the enemies realize the range of their weapons? I can’t test it yet, I’m ‘fraid, and thus, I don’t know.

  12. Wizard James - # August 29th, 2007 at 6:28 am

    Ah , il test this later and il report back with how it runs on my controller

  13. SP2 - # August 29th, 2007 at 6:28 am

    Woohoo. Good one, can’t wait to test it.

  14. MaximDude - # August 29th, 2007 at 6:35 am

    Holy cunt! Must plai!!!!! *DL*

  15. Skiv - # August 29th, 2007 at 6:49 am

    omg the Pie menus are wicked! And the not avaiable yet features looks promising :D DO WANT MOAR :D

  16. swaan - # August 29th, 2007 at 7:00 am

    ROLFSKATES!

    data u r 1337!

  17. tazers - # August 29th, 2007 at 7:02 am

    Sexy

  18. Dragory - # August 29th, 2007 at 7:08 am

    Simply awesome! Can’t wait to (re)play it! :D

  19. christopher - # August 29th, 2007 at 7:14 am

    Cool, Neat, Wow, Nice = CNWN

  20. ChJees - # August 29th, 2007 at 7:16 am

    OH SHI-

    Playing naow!

  21. capnbubs - # August 29th, 2007 at 7:17 am

    Time to come back to modding and re-create the crobos =]

  22. Vellu - # August 29th, 2007 at 7:39 am

    Oh yeah!!! DL:ing and testing.=D

  23. Lazyfaith - # August 29th, 2007 at 7:46 am

    Looks brilliant, i guess the next thing you’ll be doing is the AI? Is it harder to sprite now because of the glow effects? Because i find spriting hard anyway…

    If they use mod actors do they use mod weapons and ships? :O i have a nuke as a mod (its a ship)… this could get ugly

  24. Carp - # August 29th, 2007 at 7:53 am

    So…beautiful.

    Too bad school’s in session. I’ll get to it.

  25. BadBoy (/ XDevil!)^^ - # August 29th, 2007 at 7:55 am

    WOW!!! DATAREAMLS!! I LOVE U!!!

  26. Axxel - # August 29th, 2007 at 7:55 am

    I got a corrupted file… Twice. Problems uploading again?

  27. gsm - # August 29th, 2007 at 7:57 am

    A couple questions for those who have tried this: What are the disabled menu items? How does this pie menu actually work? Can you still fast tab to other units like in the original?

  28. PromoStarr - # August 29th, 2007 at 8:02 am

    YAY!

  29. zalo - # August 29th, 2007 at 8:03 am

    w00t! This is AMAZING, I can’t wait to test it out.

    FINALLY THERE IS AN AI INI!

  30. Treelor - # August 29th, 2007 at 8:12 am

    Waah D:

    I can’t play it, no access to my desktop for god knows how long.

  31. AGENT15 - # August 29th, 2007 at 8:18 am

    OH JEBUS CHRIZT!

    I mean fuck. This is just takes the cake. The whole fucking cake.

    We can make our own enemies now too! AAARRRRGH! I have school in 5 minutes. I will be spazzing all day over this.

  32. Kurrus - # August 29th, 2007 at 8:28 am

    This build = best build ever. I love the AI editing. You can make anything. The pie menus are really sweet too. Good job :D

    PS: Select brain and press K… ;)

  33. Cevius - # August 29th, 2007 at 8:31 am

    Awesome, just awesome. How can you package so much awesome into one file?

  34. Xtortion1980 - # August 29th, 2007 at 9:02 am

    hmm, minor problems for me it keeps crashing without telling me whats wrong if I edit the activities.ini

  35. p3lb0x - # August 29th, 2007 at 9:20 am

    are there any changes in the modding code? do we have to convert the mods over to build 18?

  36. MisterNetHead - # August 29th, 2007 at 9:45 am

    Holy macaroni! Data, you just made my week. Soooo excited about the extra features to come (minimap! wooo!).

    To answer a few questions: it will actually be easier to sprite. Disables menu items: Minimap (anywhere), Statistics (from brain), Propose Cease-Fire (brain again), (Re)Move Object (build mode), Save Scene (build mode). Yes you can tab through things quickly still.

    Dude, even the tiny metal part of the ejected shotgun shell GLOWS! This is freakin’ cool.

  37. mandalorian_11 - # August 29th, 2007 at 9:56 am

    It rocks, but it only starts after a fresh install, it doesn’t like Settings.ini.

  38. Mirikamoari - # August 29th, 2007 at 10:00 am

    Well… what can I say. This new interface is worse than the previous one. MUCH. Because of:

    1) habbit. We really got used to what it looked like, and it was nice;
    2) pie menu is quite difficult to use with the keyboard. I understand, that with a gamepad it’s easy to point to the “down-down-left”, but keyboard controll really sucks;
    3) selecting the buy menu with “prev+next” was WAY more convenient then it’s now;
    4) selecting the task for a body when switching to another one WAS cool, now it’s something strange. I could give several orders in a row pressing “next+arrow” several times, and now what? To give the “dig gold” order I have to press “inv+[down, right]” (and it’s so irritating that selection disappears after a second…), and after I release inv. I then have to switch the body manually… not good, bad, sucks.
    5) look, I press&hold inv., then down, then right — brainhunt… then I change my mind to give another order, dig. What do I do intuitively? I press right, and — ouch! — I find the selector pointing to “next item”, from where I try to get down again… it sucks, guys!

    The game is great. And the improvements of the new build are great. BUT. Do not repair the things that aren’t broken, it’s a common mistake in gamedev. And… As for me, you’ve overused those glow effects, really. My eyes are aching.

    Good luck, can’t wait for new builds.

  39. iP0KE - # August 29th, 2007 at 10:02 am

    omg! It loads while minimized now! I love you Data, I can dl every single mod I see now!

  40. Calle - # August 29th, 2007 at 10:05 am

    amagawd amagawd amagawd, it’s always kicking rad when a new version comes out :D

  41. KarvaBopi - # August 29th, 2007 at 10:05 am

    OMFG *Downloading*

  42. KarvaBopi - # August 29th, 2007 at 10:08 am

    So enemys now navigate in the tunnels ? if they can, is start to HYPE !!!

  43. PolynesianVermin - # August 29th, 2007 at 10:15 am

    Goddamn! I simply adore this build! I expect greater miracles from you in the future. WORK HARDER!

  44. Cries - # August 29th, 2007 at 10:30 am

    I love you, Data. And I’m def. going to buy the full version someday. Keep up the great work and make us happy :)

  45. numgun - # August 29th, 2007 at 11:55 am

    Whoah… the RAM leaks were sure heavy back then.

    Right now CC boots up at ridiculously fast speeds and the effects are absolutely beatiful. Wow.
    And the new GUI… gotta love it.

    Cant wait to see the New Gibbing system youll put in later.

    And btw, can we attach emitters to MOPixels and particles? I remember you said something that you did…?

    What code do I need to use for that?

  46. Kyonai - # August 29th, 2007 at 1:20 pm

    Hey problem…. When I play green red dropships drop green actors…

  47. Alechs - # August 29th, 2007 at 1:24 pm

    It’s Like Christmas! ARRRRRRRRRRRRGG.

  48. Sentroy - # August 29th, 2007 at 1:28 pm

    just gave me the munchies for a pie :D damn nice work guys, can’t wait until online and everything else gets on it way…it will blown Soldats sourcecode out of it :P

  49. JELL-O - # August 29th, 2007 at 1:33 pm

    you should try to get a contact to convert your game for psp i think it would be a great idea

  50. Lament - # August 29th, 2007 at 2:18 pm

    VERY nice. I’m gonna be begin the download so fast it’s gonna give me whiplash.

  51. CrazyChao - # August 29th, 2007 at 2:22 pm

    nah nah NICE….

  52. reioko - # August 29th, 2007 at 2:43 pm

    duuddeee~!!! its awesome!! great job, but im having crashing trouble over here.

  53. Jaybud4 - # August 29th, 2007 at 2:50 pm

    Jell-The PSP will not be able to run it, and half the cool factor about this game, the modding, would be impossible. In short, no, just no…
    On topic… WEWT BUILD 18

  54. AquaGeneral - # August 29th, 2007 at 2:55 pm

    Placing a dropship is hard, the dropships also dig through the terrain pretty fast.

  55. whitty - # August 29th, 2007 at 3:02 pm

    whenever i add new mods or edit/ remove ANYTHING i get this messege:

    Abortion in file .\System\Reader.cpp, line 468, beacuse:
    Wrong type in REader when passed to serializable::Creat() in Base.rte/Settings.ini at line 1!
    The last frame has been dumped to ‘abortscreen.bmp’

    it says that when i dont even touch settings.ini WTF?????

  56. Squid_Lord - # August 29th, 2007 at 3:42 pm

    very freakn’ excellent release, love the new stuff, especially the VistaAero compatibility, now my computer won’t wig-out every time i try to play CC

  57. Garrett - # August 29th, 2007 at 3:48 pm

    Hm…after I download, and try to install the game, it says that the files are corrupted and I need to get them again.
    I have tried downloading them several times already, with no change.
    Is anyone else having this issue?
    Or even better, how can I resolve this…I’ve got to try this new build.

  58. iwillcontrolyou - # August 29th, 2007 at 3:50 pm

    Play…against….own…creations? HOLY FUCK! D/Ling NAO!

  59. whitty - # August 29th, 2007 at 3:59 pm

    I CANT SHOOT WITH THE MOUSE WTF IS GOING ON I PRESS IT BUT NO SHOOTING HAPPENZ

  60. CGP114 - # August 29th, 2007 at 4:13 pm

    t3h w1n! DOWNLOADING!

    I like the glow effects and how you can fight against your mods! LOVE IT! SHOOP DA WOOP! KKTHXBAI!!1

  61. Joe Mikkel - # August 29th, 2007 at 4:22 pm

    I love it! The new eyecandy makes the game look extremely sophisticated.
    The new pie menu is ok, (all the quick combinations for reloading [K + up] etc. still work, so combat dynamics is not affected), however, it is slightly hard to navigate through the options (I still can’t do a full circle in one try :-D ); i.e. opening the buy menu was a challenge at first ;-) . But I can see that the new menu is necessary for all those new, unimplemented (yet!) features, which by the way I can’t wait for!

    Oh, and the new AI file’s cool – i’ll prolly get into modding again thanks to it.

    One last thing – did this HAVE to be released the day I get a massive stats assignment?! ;-D

  62. Kurrus - # August 29th, 2007 at 4:42 pm

    If you have problems with crashes, try playing on Horiz Land. Grasslands is very crashy… :(

    PS: I love this build, the performance is the same for me with the eyecandy enabled, and I’ve got a not so good computer ;)

  63. Bunda the Great - # August 29th, 2007 at 4:47 pm

    AWWW RIGHT!

  64. iwillcontrolyou - # August 29th, 2007 at 4:59 pm

    Quick question, Data: glow effects for mopixels, how do they work?

  65. Corrupt - # August 29th, 2007 at 5:11 pm

    It says the files are corrupt guys :(

  66. LanguageProf - # August 29th, 2007 at 5:31 pm

    Amazing… Just amazing…
    It doesn’t lag as much as before. :D

  67. whef - # August 29th, 2007 at 7:14 pm

    Next is 64 bit >:D, jk. Wow, fireballs etc. are amazing, nice job data.

  68. bizn355 - # August 29th, 2007 at 7:34 pm

    ive found 2 glitches
    one with the control settings (i pressed 2 buttions it crashed)
    and i had spawned 5 weapons about to start (CRASH)
    its kinda like build 15 without the blinding pink screen
    otherwise looks brill thx data :-)

  69. Cayne - # August 29th, 2007 at 7:55 pm

    64 bit? Jesus, imagine how much power that would take. I’d like to go back to ye olde “q – e” combo buyscreen though. It’s so much more intuitive…even though it gives the brain some purpose.

  70. BreenedandScrooned - # August 29th, 2007 at 8:29 pm

    Holy shit, how did I miss this? Looks AWESOME, I’m gonna download it right now.

  71. BreenedandScrooned - # August 29th, 2007 at 9:49 pm

    Well, this sucks, the glow effects make the game lag for me. What would help the most to make the game run better?

  72. Data - # August 29th, 2007 at 10:22 pm

    Breened: in settings.ini, change PostProcessing = 0 and try TrueColorMode = 0 if that doesn’t help.

  73. Austonst - # August 29th, 2007 at 10:58 pm

    OMGWTFBBQ

    I’m downloading now! Thank you so much for activities.ini!

  74. BreenedandScrooned - # August 29th, 2007 at 11:07 pm

    I did, I’m just wondering what would help make the game run better with the effects.

    It runs just fine without them, but some mods won’t work correctly unless I have them enabled.

  75. Calasphere - # August 30th, 2007 at 12:06 am

    How on earth do you order? Is it still Q+E (P1) 4+5 (P2)???

  76. Rikino - # August 30th, 2007 at 12:09 am

    Mirikamoari has outlined pretty much what I was going to say. The pie menu just doesn’t work for me. Simpler is better when you need to change stuff quickly, and I found myself struggling with it to change weapons, ect, mid-doing something.
    I guess my biggest beef with it is how you select your option. You press it in a way, and then you have to hold it down while releasing the inventory button. Sounds small, but is actually clunky ingame (I play with the keyboard, tried the mouse and it was a bit better). Even having the selector stay on something until you cancel the inventory or choose would make it beter.
    Also, menuing mid-flight doesn’t work. >_> The jetpack shuts off while I’m changing weapons.
    On a better note, “ZOMGBBQ!!!” on the graphics, guys.

  77. Data - # August 30th, 2007 at 12:34 am

    Rikino: Thanks for the constructive feedback. Did you try just pressing fire when you have an option pointed at in the menu? That’s the other way to activate it (other than just releasing the menu button with the arrow over an option).

  78. AquaGeneral - # August 30th, 2007 at 12:36 am

    I noticed that the pie menu control is based around what Thumbstick is currently being used.

  79. finairfin - # August 30th, 2007 at 1:48 am

    numpad + arrow keys control seems to be missing. classic keyboard, keyboard + mouse, and game controllers are all there, but not everybody has controllers to use.

  80. Lazyfaith - # August 30th, 2007 at 2:02 am

    At first the pie menua was annoying as hell, but now im getting use to it it more useful. I like the fact you can go to shop when your at any actor, and you can use the brain as a lookour as i doesn’t automaticaly show the shop.

  81. Predator King - # August 30th, 2007 at 2:42 am

    What is a pie menua? :downs:

    *Ahem* HOLY FUCK! WHY MUST OPTUS-NET BE RAPING MY INTERNET AT THIS TIME!?

  82. Thundermaker - # August 30th, 2007 at 2:45 am

    Dadadadiiiideeee! They deeeee…. did it! didi! Doodaa! OMG!
    Wanna test this! Gonna test it quick! OMG! GRAFX!!!

  83. dan - # August 30th, 2007 at 2:48 am

    The ships continue to leak and can take damage for a long period of time after they are dead.
    Is that supposed to happen? It gets heavy on the CPU.

  84. Bode - # August 30th, 2007 at 4:37 am

    I want to give you my money.

  85. Kurrus - # August 30th, 2007 at 4:50 am

    @ IWCY
    To make glow effects work, whatever you want the glow on must either be yellow colour (look for the RGB values on the SMG rounds), blue colour (look at the dropship engines) or have a special code.

    Credits to SP2 for finding this out ;)

  86. numgun - # August 30th, 2007 at 6:08 am

    Aw man. The Pie menu suck with keyboard. It would be great if youd have the old selection system for keyboard players. Like seperate 4 sector pie menus for keyboard players. I dont like mouse aiming because I dont have a proper cursor.
    Its like pointing your wierd tool blindly and assuming that you might hit something. With keyboard its more precise.
    The cursor would change this.

    Also, when I select a dropship in the bunker editor, the thrusters burn ground and you can kill and destroy brains and actors before the game even starts.

    Also you could do something that will make CC pass the code for mods which have glow effects to make them load anyway even if they have the glow in the mod.

    Cheers!

  87. w33n - # August 30th, 2007 at 7:51 am

    You know, my HEART jumped when i saw i had an “update” from The DevLog! Awesome! How much will this cost when its done? Im gonna buy it NO MATTER THE PRICE :D

  88. Mr.X - # August 30th, 2007 at 11:41 am

    Data, I love you.

    This build makes the game so shiny….

  89. MR.Z - # August 30th, 2007 at 1:49 pm

    Aw man, this makes ALL of my mods crash…
    I mean, it loads up normally, but then when I click it, bablam!

  90. V0xx - # August 30th, 2007 at 2:34 pm

    Awesome man, keep up the great work.

  91. John - # August 30th, 2007 at 3:09 pm

    Every time an enemy rocket or drop ship landed it’s clones/skellies/robots, they switched to my side and started shooting their own transports. Why does it do this?

  92. Tomaster - # August 30th, 2007 at 3:24 pm

    Just wondering, in the next build, could you include a feature that disables the pie menu and allows you to use the old fashion way, cuase i liked that abetter

  93. nooby - # August 30th, 2007 at 4:46 pm

    i think the game is ruined now,cause the menu takes to long to get to,and a s*** lode of mods crap out.
    i dont like to play this game that much any more.

  94. makeshifter - # August 30th, 2007 at 5:24 pm

    ifeel guilty. for all these great games. i wanna throw money at you.

  95. RoboLee - # August 30th, 2007 at 5:33 pm

    first of all I would like to say why the hell not use the mouse…with the mouse I can land with an enemy behind me and head shot him within half a second of landing.

    even if the aim is a little hard to see at times [and disappears where the map wraps DATA: please fix disappearing things where maps wrap] you can just look at the direction of the gun or the way the camera is situated.

    (I agree that the brain should come up with the q+e buttons pressed but not when you manually change to the brain)

    also I think that the only reason people are complaining is that they’re not used to it and replied ASAP, but yes keyboard controls= bad when using the pie menu, maybe take out unnecessary options and put them onto the brain ?

    maybe you should just take classic keyboard control out all together since they complain so much about it :P

  96. RoboLee - # August 30th, 2007 at 5:35 pm

    (I agree that the brain should come up with the q+e buttons pressed but not when you manually change to the brain) uuuhh edit…

    I agree that the brain should come up with the buy menu when q+e buttons are PRESSED but when you manually change to the brain it comes up with some pie for ya

  97. Grif - # August 30th, 2007 at 6:56 pm

    Robolee:
    Get the hell out.

    Keyboard control is far superior to mouse control. It’s both more precise and far easier.

    I’ve never heard more than one complaint about keyboard control, and it’s this one, which EVERYONE is making.

  98. Munchkin9 - # August 30th, 2007 at 10:40 pm

    Ill throw in my opinion while I am here:

    I find the glow effects very very good. They do not lag my computer at all and my computer is frankly bad.

    I find the pie menu descent it is not too complicated, but then again I don’t ever use orders really anyway. I have not tried it with the mouse yet so I can not judge on that.

    And by the way what are these “not implemented features”? I haven’t seen anything.

    Oh and another thing some really weird things are happening to some sprites. I have tried to remake them completely but that did not help…help please.

    And to finish off: Yes, data, please fix the map wrap glitch of aimers disappearing (I also think the aimer should be easier to see).

  99. Carp - # August 30th, 2007 at 11:11 pm

    @Grif: There’s such a thing as kind disagreement, you know. You could very well be right, but you’ve yet to prove so. Let’s not get into holy wars here.

  100. Lazyfaith - # August 31st, 2007 at 2:08 am

    100th comment!!!!!!!

    This is really good, now i can go on msn and play cc and listen to music :)

  101. Minorkos - # August 31st, 2007 at 4:24 am

    Uhh, am I the only one getting this? All enemy rockets/ships drop soldiers that I can control?

  102. Entropy - # August 31st, 2007 at 5:26 am

    Data, could you by any chance explain to us how glow effects work? Like what code we have to use to add them to an MOSParticle explosion sprite or an MOPixel spark?

    I have looked through existing examples in Base.rte but it’s kinda confusing, there seem to be about 3 ways of doing it:

    1. For MOPixels: through colour. What colour/brightness levels actually trigger glow effects for pixels Data?
    2.For MOSParticles and Attachables (muzzle flashes): Through adding a glow sprite. Still haven’t figured out how this works properly, so could someone explain how to add glow sprites? They don’t seem to have to be defined anywhere, you just call on the sprite file itself, right?
    3. For rocket exhausts: through adding a glow sprites to the particles emmitted by the AEmitter.

    Yeah so what I’m asking for is an explanation of the new effects in the engine, so that us modders know how to implement them into our mods :) .

    On the new glow effects, I love them! Great work guys! They make the game look a lot more alive and real, but the new 32-bit colour seems to be causing some sprite corruption problems. I think I’m getting the same thing as Munchkin9 when I use 24-bit sprites using colours sampled from the pallette.

    Lastly, on the subject of the new menus, I must say that I agree with Mirikamoari in comment #38 – “don’t fix what ain’t broken”. I realise that you need to redesign the menus to incorporate all the features that will be there in the final game, but I don’t think you’ve gone about it the right way, because now it’s too clunky and slow to access the basic features.

    Can I make a suggestion for the actor menus? How about when you hold K you get the old stye 4 arrow menu, but replace one of the options on the 4 arrow menu with the option to open the larger pie menu with the advanced options on it (including the one that was removed from the 4 arrow menu). Say for actors you could replace “drop weapon” and for ships it could be “scuttle”. And maybe redesign the pie menu for keyboard control, so that when it’s activated you use the left and right movement keys to rotate the menu around the selected actor. You select the option you want by rotating the menu so that your choice lands under a selection box, then you close the menu to confirm it.

    How about it, guys? :D

    [/long post]

  103. KarvaBopi - # August 31st, 2007 at 6:21 am

    Long post is looooooooooooooooooooooooooong O.O

  104. MR.Z - # August 31st, 2007 at 8:09 am

    GIMME MAH SPRITE FIXNESS WFT?

    Well, I’m kinda like really annoyed now because I can’t use my own mods -.-

  105. Electric Cheese - # August 31st, 2007 at 11:54 am

    Woah.
    SHINY gold? EPIC WINRAR

  106. Blob - # August 31st, 2007 at 3:44 pm

    TEH HOLY MEGAZORZAL OMGZORS!!!!!!….AMAZING…FINALLY I CAN EASILY TAKE SCREENS!!AWESOME FIXES!!!KICKASS EFFECT`S…
    Bugs: very annoying bug with flying wounds, it happens when on are too manx actors…

  107. Blob - # August 31st, 2007 at 3:59 pm

    on the map, i see flying wounds and my actors are attacking them. This bug is still here from B13!!
    Also i found bug,it is like it makes copies of terrain,I can`t explain it good, so I will post pic`s with these bugs soon.

  108. Foa - # August 31st, 2007 at 9:01 pm

    Data,why is there a problem in the 4th line of settings???

  109. Grif - # August 31st, 2007 at 11:15 pm

    @Carp:
    Yes, there is such a thing. But I don’t kindly agree with morons.

  110. Predator King - # September 1st, 2007 at 7:55 am

    [b] Electric Cheese!? Oh noes, it be Cheeta! (?) [/b] Anyway, the new pie menu looks (and sounds) delicious.

  111. Foogooman - # September 1st, 2007 at 9:24 am

    Four things to fix come to mind.

    1. Whenever you have an object ready to place in the map editor, if it is an actor it is vulnerable to attack when being place. For example, you can bring the flashing red clone image to the bottom of the screen and cut it’s legs off. Also, if you want to spawn a dropship, the dropship is constantly shooting flames while you move it around. Sometimes I place a couple guys and accidentally scroll through the dropships menu and kill them all.

    2. When you have the flashing red image of an actor, as said before, if the actor is designed to have a gun even if you don’t give it one, it will attack any actors you go by. The actor is not set to a team when it is being placed, so it will shoot anyone.

    3. The map editor needs to be able to place items directly into an actors inventory.

    4. Why are all the clones automatically set to brain hunt mode? It’s really annoying, because after placing them in a base, I often end up where I don’t want them to be and they kill my other actors by walking into them. It’s annoying to have to race to switch them all to sentry mode before they die.

  112. Carp - # September 1st, 2007 at 10:33 am

    @Grif: I’m not asking you to agree. Just don’t get ad-hominem on us. His being wrong(if he is) doesn’t make him a moron.

  113. Commie - # September 1st, 2007 at 12:10 pm

    Dropships need to be removable somehow, they should probably explode into debris when they take enough damage as they can start to litter the place. So they should hang around until someone puts enough gunfire into destroy one. This could also make some really epic crashes. To make it so that its not too easy for them to blow up if they are damaged by gunfire they should catch fire first to give people a chance to get away from them.

  114. Predator King - # September 2nd, 2007 at 12:04 am

    I has done found and 2 errors! D:

    1. The game always insists on you placing the brain, even if the brain case is already in the map (not the mother-brain, genius, the brain case).

    2. You can’t duel wield! =”(

  115. Delta_07 - # September 2nd, 2007 at 12:56 am

    I get the same bug as Blob where my bunkers multiply upwards when I do certain things. (This usually happens when I make a bunker in the sky). Does anyone else get this glitch?

    Also, I agree that the old pie menus were better. They were faster to navigate etc.

  116. coilgunner - # September 2nd, 2007 at 9:46 am

    great job i love the new colors and everything! and predator king…dual weilding never really worked anyways.

  117. Treelor - # September 2nd, 2007 at 11:23 am

    THIS PIE IS YUMMY — THIS GIVES ME A DELICIOUS IDEA

    Also the tracer glow looks like they would work good for lasers.

  118. Grif - # September 2nd, 2007 at 2:40 pm

    @Carp:
    He said keyboard controls should be removed based on a minor party of people complaining about the new pie menu with keyboard controls.

    This is both ignorant, mis-informed, and blindly irrational.

    More people complain about mouse and keyboard control than have ever complained about classic keyboard, as my original response to Robolee stated.

    Anyways, it’s the internet; despite being serious business, simple accusations of stupidity are not really the biggest thing to be worrying about here.

  119. Magnumi - # September 2nd, 2007 at 3:29 pm

    It´s just wonderful to see how Cortex Command is developing and how it has gathered already an big community around it even if it´s still more of an tech demo. This is indeed one of the most anticipated indie projects out there and everyone is waiting to see more and more features. Way to go! CC kicks Soldats ass any day! =) -Just an fan from Finland..

  120. Whef - # September 2nd, 2007 at 10:42 pm

    Lol, I don’t think you fixed all the memory leak problems, PF usage was 1.48 GB, on the other hand I was exploding a total shit load of spit fire canisters…

  121. Carp - # September 3rd, 2007 at 12:16 am

    @Grif: He said *maybe* they should, and followed it with a :P .

    This being the Internet changes little. Calling people stupid still isn’t nice.

    Anyway, we’re quibbling. Just don’t be so hard on newbs, ‘mkay?

  122. RoboLee - # September 3rd, 2007 at 5:10 am

    @ grif
    I was joking hence the smiley, how can you call me a moron when you can’t understand obvious joke.[no flame]

    All I was saying is that you can’t just call one version of control good just because that’s the one you play the most,”with the mouse I can land with an enemy behind me and head shot him within half a second of landing.” personally I would not be able to do this with the keyboard, can YOU?

    I’ve used all control types and this “Keyboard control is far superior to mouse control. It’s both more precise and far easier.” is just an OPINION

    @ carp
    “Just don’t be so hard on newbs” hey, I’ve been playing cortex command for 6 months, and have been on the forum since May you joined in April so your as much of a newb as I am :P BUT since you have NO posts what so ever…

  123. billli999 - # September 3rd, 2007 at 6:46 am

    “on the map, i see flying wounds and my actors are attacking them. This bug is still here from B13!!
    Also i found bug,it is like it makes copies of terrain,I can`t explain it good, so I will post pic`s with these bugs soon.”

    eh? I never get that bug. Oh, and Data, You can’t play the green team anymore, all the troops are yours as soon as they land.

  124. RoboLee - # September 3rd, 2007 at 8:15 am

    tried this:
    ” CPUTeam = 1″ change to CPUTeam = 2
    and then change all
    ” Team = 1″ to Team = 2

    and it only changes the team of the craft it appears on… wierd

  125. Arnar - # September 3rd, 2007 at 9:18 am

    Cool! but it lags like hell tough

  126. Arnar - # September 3rd, 2007 at 9:22 am

    Garrett if you are using any download manegers try turning them off.

  127. Glitch Hunter - # September 3rd, 2007 at 1:47 pm

    Hmm theres more glitches then ever when im on the green team the red team comes down with its ships and drops off green team mebers and also some of the efects stay in the aair frozen in time like a explotion of some kind.the list goes on.

  128. Carp - # September 4th, 2007 at 6:02 pm

    @Robolee:
    Care to finish that sentence?
    One can have a valid opinion without posting in a forum.

  129. zalo - # September 4th, 2007 at 8:13 pm

    Data, could you implement code that did something like this?

    http://lab.andre-michelle.com/instable-connections

    Or this?

    http://kotsoft.googlepages.com/solid.html

    Check PMs for detailz

  130. Data - # September 4th, 2007 at 8:59 pm

    Try Team = 0… will fix this though.

  131. Behz - # September 4th, 2007 at 11:03 pm

    just wanted to say THANKX! an amazing game in the making and a whole lotta fun!

  132. RoboLee - # September 5th, 2007 at 10:33 am

    “# Data – # September 4th, 2007 at 8:59 pm

    Try Team = 0… will fix this though.”

    I have it doesn’t work (any number doesn’t)

  133. RoboLee - # September 5th, 2007 at 10:40 am

    is the game going to be an official boxed thing or internet download?

    @carp okay though I thought the ending was obvious…

    ‘this would IMPLY that you are more ‘nooby’ and are just there for the mods…’

    you asked for it so hey you can’t complain about it now, and yes I understand you could be a skilled ‘uber 1337′ coder but I don’t care :P

  134. Skiv - # September 5th, 2007 at 1:46 pm

    @zalo
    http://kotsoft.googlepages.com/solid.html if this would be implemented… oh shi– I see some epic water effects!
    but it would be so CPU hungry i doubt DATA will implement it

  135. flameman1101 - # September 5th, 2007 at 1:49 pm

    Cons

    can you make the game to were i can use all the mods from v17 but in v18 because i really love those mods, plus the new mods aren’t out fully yet so the game if really fun but please! Can you PLEASE make it to were mods can be used for and version that is works with all.

    Pros
    The spiriting is awesome. i like the new AI and selection menu
    too. AND the less lagand faster loading is Awsome! I have played for about 1 1/2 years and this will be a hit anywear
    Also when you release the game for buy how much will it be so i can save for it. ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^
    :)

  136. flameman1101 - # September 5th, 2007 at 1:54 pm

    Sorry about spelling like2nd line- but the game (v18) inst really fun but please.

  137. Munchkin9 - # September 5th, 2007 at 7:43 pm

    Okay I have missed a lot but let me try to catch up:

    1. I have managed to fix the sprites bug: just go into graphics gale or whatever program you use and change the image to 8-bit color depth. That will do it.

    2. I have also noticed bits of explosions staying the air very annoying, fix please.

    3. The fact the drop-ships shoot pixels…etc in the editor is VERY annoying priority to be fixed please.

    4.Those physics are, in lack of a better work, awesome. It would be nice if there was something like that in game.

    5.And also is it just me or does the Activities.ini file not work, I nothing I add works. First I tried adding it directly to the one in Base.rte but obviously it could not even find the stuff. Then I tried to add a new Activities.ini file in my mod’s folder (I remembered to Include it in the Index and everything), but even though it loads now the units are not spawning at all.

  138. finairfin - # September 5th, 2007 at 7:59 pm

    are activities files base.rte only?
    if not, and you could have several different ones, is there gonna be an “enemy AI type” select screen, like the way that scenes work?
    sorry, i haven’t done anything with activities, so this question may be redundant

    it’d be cool if it were editable in-game in, like, part of the map editor or something… you could just drag and drop stuff into a box that determines what the enemy delivers and stuff

  139. Munchkin9 - # September 5th, 2007 at 10:54 pm

    Actually that would be really cool and make it much easier, but otherwise I would still like to know how it works.

  140. Dont like... - # September 6th, 2007 at 6:27 am

    dont like new build, hate that you cant see what gun you have or shots

  141. Foogooman - # September 6th, 2007 at 1:13 pm

    At “DONT LIKE…”

    What are you talking about?

  142. Pragma - # September 6th, 2007 at 7:22 pm

    Data, I absolutely love this build.

    I have one question: have you considered adding a GC to your build to manage those remaining pesky memory leaks (provided there are still some left)?

    http://www.hpl.hp.com/personal/Hans_Boehm/gc/

  143. McFuggly - # September 7th, 2007 at 4:17 am

    Hmm… looks good, looks good. Cortex Command is really getting somewhere. I like it alot. Can’t wait! Go Data!

  144. eternjc - # September 7th, 2007 at 9:31 am

    “Dont like”’s right, you can’t see what gun you have unless you mouse over the ‘drop weapon’ option. But bullets are there, AND, as always, this is just a beta build. Give em props for looking for the best interface!

  145. JeCa - # September 7th, 2007 at 12:33 pm

    I’m sorry, but even though it looks and sounds great, I have to complain a little about this build.

    I dunno if it’s just for me, but this build laggs baaadly on my comp. It’s strange, because it doesn’t build up over time like it used to. It just runs slower from the moment I start the game. Doesn’t really matter what map I play on, so I don’t think it’s the gold effect that does it. However, it sometimes increases and almost reaches normal speed after like ten minutes, usually when I’m flying around mauling ground targets with my C-Shotgun. Just for seconds though, then it goes down again.

    Also I have some problems with the new interface. The way you switch a guy’s AI is fine, but when it comes to the normal WASD commands it almost painful to switch or reload weapons. Especially cycling through a large inventory gets annoying, since you have to release the button between each switch. My suggestion is that you keep the interface the way it is, but allow the arrows (or WASD) to make the inventory-based actions directly, like they used to.

    Thanks. :)

  146. Vash - # September 7th, 2007 at 4:47 pm

    I really love this build I do.it just makes me sad that my mods dont work because I have absolutly no way to change my sprites to 8-bit color depth.

  147. Purple - # September 7th, 2007 at 6:29 pm

    This is great, it really streamlines the use of the mouse. Usability is a great thing to work on, since even the smallest changes can make a huge improvement.

  148. Blob - # September 8th, 2007 at 9:33 am

    This “flying wounds” appear when on map are very many actors. Maybe this is the reason why people dont get this bug. It is really wierd, because my actors are aiming on this wounds(maybe it because this is wounds of enemy actors and AI count them as enemy) and shooting them. Nothing happens to wounds but my actors can harm each other. And also, how can I define custom enemy spawns for different maps? I tried to write maps name but it not works. Enemies spawn on this map by default.

  149. Ideas - # September 8th, 2007 at 6:22 pm

    This would make a good MMO
    aun
    sll
    sti
    iin
    vpe
    el
    a
    y
    e
    r

  150. Peter - # September 8th, 2007 at 7:36 pm

    Two things:

    1: I think there should be an option to go back to how you could hold Y or U and then choose an order

    2: Another idea: Y+U = brain with buy menu. Switching to brain normally = brain without menu.

    Other than that it’s great! Keep it coming guys!!! :D

  151. 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.

  152. 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

  153. 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!

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

    WICKED DUDE THIS IS AWSOME YEAH!!!!!!!

    I still cant find out how to get mods to work :(

  155. 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

  156. 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.

  157. 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.

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

    I LOVE IT!!

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

    @Will
    Please try

  160. 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.

  161. 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.

  162. 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.

  163. 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

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

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

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

    NEW BUILD! NEW BUILD! NEW BUILD!!!!!!

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

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

    you spelled my name wrong.

  167. 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 :D just played it today 4the first time :) keep up the good work ^^

  168. 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?

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

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

  170. 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?

  171. 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.

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

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

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