Posted by Data in Cortex Command - July 28th, 2007

Download Test Build 15!Yes, that’s right: The first version of the in-gameplay integrated scene editor is now for you and your friends to have fun with! Co-operate to build your modular bunkers together or against each other before the game round starts, and then blast them to pieces!

As usual, there are many improvements and changes, but (also as usual) we worked uninterrupted all evening, night and morning to bring this to you.. so we’ll add the details later on after some sleep.

The big points are:

  • You can now load stuff back into the rockets and ships and recycle them!
  • Mouse control EVERYWHERE! Even in splitscreen games, the mouse cursor will stick to the screen of the player who is using it!
  • Complete automatic Data Module independence if you stick to the simple modding rules.
  • That goes for materials too! Don’t worry about your material indices colliding with others mods’ out there. It should magically work regardless now. (but let us know if it doesn’t…)
  • Drawing order and material copying priorities have been swapped between the foreground terrain and the actors. This has a lot of good implications including helping to preserve the integrity of hard walls, possibility of camouflage and hiding, and just generally looking better.
  • New grouping system to help organize all the Objects in the game. Note how your mod items will automatically show up in the bunker editor! (See the new AddToGroup property)
  • You can set the gold amount that each team gets at the start of the game. Look in Settings.ini. Will hook up to in-menu UI soon.
  • So many more bugfixes and tweaks…
BYOB in two minutes or so
The above complex was built in about two minutes with the editor. Pieces and items still cost gold to build, so you have to save some for when the the actual game round starts!

Next up: Making the AI actually able to navigate your arbitrary mazes and find your brain anyway – Coming soon!

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185 Responses to “Make your own bunker (MYOB) in Test Build 15!”

  1. Skiv - # July 28th, 2007 at 12:37 pm

    OMG OMG OMG DATA!! I LOVE YOU!! HAIL TO YOU OH MIGHTY LORD!!

  2. Holy Mombasa - # July 28th, 2007 at 12:41 pm

    OMG W00t, This is awesome!!!

  3. Jack The Llama Commando - # July 28th, 2007 at 12:44 pm

    OH YEAH. HOLY CRAP. 3rd POST YEAH. GOOD JOB DATA. WE LOVE YOU SO MUCH DATA. DLED

  4. Leiutenant Slappy Moose - # July 28th, 2007 at 12:45 pm

    BLOOOOOOORG!

  5. Alty - # July 28th, 2007 at 12:47 pm

    TO THE TEST MOBILE!

  6. Mailman - # July 28th, 2007 at 12:48 pm

    Well, that was fast! Downloading right now.

  7. keantoken - # July 28th, 2007 at 12:50 pm

    5th comment…?

    YAY.

    – keantoken

  8. Leiutenant Slappy Moose - # July 28th, 2007 at 12:58 pm

    Hey what the hell? I’m getting an error under effects line 128 which points to the gibs… Fuck. If I find a fix, I will post it.

  9. Data - # July 28th, 2007 at 1:01 pm

    slappy… try uninstalling and cleaning out your old mods etc, or just install 15 to a different directory from your old one.

  10. Leiutenant Slappy Moose - # July 28th, 2007 at 1:05 pm

    Fixed it. Apparently when I arranged my Base folder by type the index was put below effects, so that must have messed up the load order. Or something.
    c(0.o) -> One eared monkey has no explanations!

  11. Leiutenant Slappy Moose - # July 28th, 2007 at 1:08 pm

    Damnit. Now its happening again after I exited to change some stuff. This sucks!

  12. karvabopi - # July 28th, 2007 at 1:10 pm

    OMFG O_O !!!!!!!!!!!!!!!!!!!!111!!!!!11!!111!!!oneplusfiveissix!!!!!!1!!!1!1!!1
    So now we can buils bunkers or did i understand this soo cooool….

    PS. Im writing from a cell phone :D ( my cousins fathers phone ( E90 ) )
    And i was looking some sites and saw this and now i cant wait to get home to download this awesomes !!!!!!!!!!!

  13. TSR - # July 28th, 2007 at 1:11 pm

    Choke! OMFG!

    CHOKE!

    thanks datty! :P

  14. Cayne - # July 28th, 2007 at 1:11 pm

    Awesome! Good work data! Downloading now!

  15. karvabopi - # July 28th, 2007 at 1:13 pm

    oh and sorry if poor grammar because thise letter buttons are sosmall and-sometimes this doesnt take the spacebar button and i dont notice itand now im wriiting because im so exited ( or how in the hell you wwrite ir )

  16. SP2 - # July 28th, 2007 at 1:15 pm

    Do Build 14 Mods work with this build?

  17. Fippe - # July 28th, 2007 at 1:16 pm

    Yayzorz! Hallelujah! W00t!

    I plainly love it.

  18. TheGuylol - # July 28th, 2007 at 1:16 pm

    OMG OH MY GAWD

    BUILD 15!!!onehundredandeleven!!!!!

    Sweet loving jesus level editor

    OMG

    I LOVE YOU DATA!

  19. Kurrus - # July 28th, 2007 at 1:17 pm

    OMGOGMGOMGOFMGOMFOGMLIKEHOLYFUCKINGSHITTHISISSOFUCKINGAMAZINGDATAYOUROCK!!111!111oneoneeleven!11!!!11!1222~~~~55fivefive$3·2@ªªª!!1!11!!!1overninethoussaaaand!1!1

  20. Leiutenant Slappy Moose - # July 28th, 2007 at 1:20 pm

    I installed the new CC to a new directory anyway, and it still isn’t working. I cleared out all my mods, still not working. I delete everything, except for the Base.rte/Actors/Robots folder because I cant (wtf!?) but I delete everything inside. I reinstalled to a new location, change nothing, and it still crashes when it comes to line 128 in effects.

  21. MaximDude - # July 28th, 2007 at 1:25 pm

    Holy balls! BUILD 15!! YESSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!! WOOOHOOO!!!!! =D

  22. iwillcontrolyou - # July 28th, 2007 at 1:31 pm

    Kick ass. That’s about all that needs to be said here.

  23. p3lb0x - # July 28th, 2007 at 1:32 pm

    my reaction is: OMG OMG OMG OMG OMG OMGOMG OMGOMGOMGOMGO (something like that)

  24. Leiutenant Slappy Moose - # July 28th, 2007 at 1:32 pm

    I fixed that problem with the effects. If you install CC15 over your CC14, it works. For me, anyway.

  25. Orindell - # July 28th, 2007 at 1:34 pm

    Yes Yes Yes! Its here! Can you save the maps though?

  26. Lord Tim - # July 28th, 2007 at 1:41 pm

    Epic.

  27. Leiutenant Slappy Moose - # July 28th, 2007 at 1:49 pm

    Fuck, that effects line 128 is messed up again.

  28. Lazyfaith - # July 28th, 2007 at 1:53 pm

    jesus christ that rocks!!!! i cant wait to use it, no more long times to place bunkers, i love you!!! thank you soooooo much!!!!!!!

  29. Kurrus - # July 28th, 2007 at 2:05 pm

    I installed it alone and it works like a charm!

  30. MaximDude - # July 28th, 2007 at 2:07 pm

    :(

    I dont like it…
    Mainly cause of the damn editor

    Data, can you make a checkbox in options that enables/disables it?
    Its really suckage, 90% of the time I dont want to build a base, I wanna play a ready map, and it ruins it, cause I CANT DO IT! :(

    Also, the dissaperaing icons thing whatever, should not exist
    It makes the game wierd, i mean, if it was only for enemies it would be OK, but for items and your own actors its wrong

  31. Skiv - # July 28th, 2007 at 2:13 pm

    Data…any way to rnable the bunker maker then the game is already running? when the clones are moving actualy?

  32. zalo - # July 28th, 2007 at 2:16 pm

    Looks nice. Keep up the good work.

  33. ChJees - # July 28th, 2007 at 2:17 pm

    Nice! Can’t wait till next build :D !

  34. Leiutenant Slappy Moose - # July 28th, 2007 at 2:24 pm

    Clean installs don’t work! Nothing can fix the Effects line 128 thing! WHAT THE HELL?

  35. KarvaBopi - # July 28th, 2007 at 2:24 pm

    So soon data will fix the thing that enemys just wont try to walk towards your brain !?!!1!??!11?1+!?!1+1!??!?

  36. The Pope Man - # July 28th, 2007 at 2:48 pm

    I nearly threw up when I saw this, good job Data

  37. Axxel - # July 28th, 2007 at 2:51 pm

    I’m not sure, how do you load stuff back into rockets? I can’t do it.

  38. Jorghhy - # July 28th, 2007 at 2:58 pm

    I came.

  39. jon - # July 28th, 2007 at 3:08 pm

    its crashing on line 128 thing ever time i try to open it, this is with a fresh install to an empty folder, i can t see what causeing it and i really wanna play…… :(

  40. Carp - # July 28th, 2007 at 3:11 pm

    w00t!
    Haven’t done the test run yet, will shortly.
    A bit worried about Maximdude’s comment; the editor really should be optional.
    Still, neat! I like the direction the game’s going.

  41. KarvaBopi - # July 28th, 2007 at 3:34 pm

    Axxel, you load it in by throwing the stuff in, but actors you cant load in :S

  42. Bunda the Great - # July 28th, 2007 at 3:45 pm

    RAWK!!!

  43. Kurrus - # July 28th, 2007 at 3:54 pm

    Axxel, drop the rocket on the ground, then open its doors and switch to another actor and select “stay” from the AI HUD, then use the actor to drop whatever you want in it, and reselect the rocket and send it flying into space!

  44. whitty - # July 28th, 2007 at 4:09 pm

    will my b14 mods work…

  45. Treelor - # July 28th, 2007 at 4:26 pm

    Unsupport color depth stuff on startup.

    I *really* don’t feel like restarting my computer, please tell me that’s not it…

  46. AquaGeneral - # July 28th, 2007 at 5:28 pm

    Wow, I am amazed on how simple the bunker editor is.

    Plus I really was not expecting a test build today.

  47. Data - # July 28th, 2007 at 5:47 pm

    Whitty, they should! Let us know if they don’t, and specifically which/how

    Maximdude… tsk tsk of course the editor will be optional. it is, even now. If you load a scene that already has a brain defined on each side, the editr doesn’t even show up. Just try loading PromGrounds or any other map with a brain already on each team.

    Not to mention you’ll be able to make and save and then later play and re-play your own scenes with a more powerful version of the editor later. That way you won’t have to build a new bunker from scratch each time, and can easily share your scenes with other people too.

    Slappy moose, is this on a completely clean install?

    Treelor.. huh? Please describe the issue more.

  48. whitty - # July 28th, 2007 at 6:06 pm

    apocolypse towers (scyscraper.rte) doesnt work, it comes up with a mother_brain error. scratch one great mod…

  49. Axxel - # July 28th, 2007 at 6:08 pm

    Karvabopi, Kurrus: Ah, I see now. I was trying to get a blue clone into a rocket, but I only ended up breaking both of his legs instead XD

  50. Prod - # July 28th, 2007 at 6:16 pm

    It doesn’t allow the selection of the brain when you build the base, so I’m stuck with one piece of bunker and that’s it.

  51. Steely Ann - # July 28th, 2007 at 6:22 pm

    Editor’s a smidge funky; after building the brain vault, I have to press ESC and then resume my game again before I can get anything bought.

  52. BreenedandScrooned - # July 28th, 2007 at 6:30 pm

    Holy shit, I wasn’t expecting this so soon.

  53. Leiutenant Slappy Moose - # July 28th, 2007 at 6:36 pm

    Data: I fixed it. A clean install doesn’t work usually, but if I overwrite a b14 folder it works usually, and I got it wo work every time (somehow…).

  54. Alenth - # July 28th, 2007 at 7:02 pm

    Data, can you tell us the real code used to set the Brain Case into the Brain Vault object, it’s commented out in Scenes.ini and “Pos” isn’t even recognized when I try to use it. I wanted to make bunker modules that had clones on them that were already loaded out with weapons, but I can’t do that if I don’t know how to spawn child objects. :/

    Also, I keep having a problem with buying stuff, it won’t let me sometimes, even if I have the money. It seems to be fixed right now…

    Also, the Brain Vault, Wall, and Rocket Silo aren’t sized according to the standard bunker units. :)

  55. Alenth - # July 28th, 2007 at 7:03 pm

    Oh, I should say that I used “Position” in the place of “Pos” and it loaded, but still wouldn’t spawn the clone.

  56. Data - # July 28th, 2007 at 7:23 pm

    Whitty, it’s just the brain actor’s name has changed. Go in and try to replace all “Mother Brain” with “Brain Case”

  57. finairfin - # July 28th, 2007 at 7:27 pm

    i’m really liking this new scene editor. even the simple “physics test” map turns into great fun with just a little bit of prep.

    other than that, ladders don’t seem to work anymore, but i never used them, anyway.

  58. whitty - # July 28th, 2007 at 8:50 pm

    DATA- i tried to change the starting money to 1,000,000 but it still show up aat 1,600.

    ?????

  59. AquaGeneral - # July 28th, 2007 at 9:50 pm

    Hey Data, I understand that you might not be able to answer this but I am curious.

    When can we expect to see pooling fluids in CC?

    Again, if you do not wish to answer this question do not worry.

  60. ImBill - # July 28th, 2007 at 9:51 pm

    Wow, great job.

  61. Blob - # July 28th, 2007 at 11:10 pm

    OMFGZOMGOMGOZMGAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!
    YEAH!YEAH!YEAH!YEAH!!!! OMGIOUS!!!!! BUILD 15!!!!! DATA!!! I LOVE YOU!!!!!!!! AAAAAA!!! I_MUST_TEST_IT. NOW!!!!!!!

  62. Foogooman - # July 28th, 2007 at 11:25 pm

    HOLY SHIT! I did not expect this at all when I checked the blog! WOW!

  63. AquaGeneral - # July 28th, 2007 at 11:35 pm

    I found another bug, the game crashes when I dig after 2 minutes, I seriously do not know why but it has nothing to do with my actor touching the bottom of the map.

    In my Enemy Hordes map, I was just randomly shooting the air and the game crashed.

  64. Data - # July 29th, 2007 at 1:32 am

    Yeah, since there are a ton of pervasive changes to the engine, there are going to be some stability issues with this build. We’ll focus on cutting those down asap.

  65. iwillcontrolyou - # July 29th, 2007 at 2:40 am

    Keeps….crashing….

    *cries*

  66. akuryo - # July 29th, 2007 at 2:41 am

    mwahaha i love you! i woulde make love with you yeahhh!!!…huh maybe not but i love you :D

  67. jon - # July 29th, 2007 at 2:41 am

    still getting the error at line 128, tryed installing over the prevous build and still no luck, any ideas?

  68. MaximDude - # July 29th, 2007 at 3:47 am

    I just noticed a bug (That nobody else did)

    If you select a unit while making your bunker and try to place it say, inside the ground, the game wount let you yet you will pay for the clone… You pay, but you dont get…

    So yeah… Phix plis

  69. SP2 - # July 29th, 2007 at 8:01 am

    Hmm… I was playing normally then after about two to three minutes it crashed… Yet I installed it on a fresh install and it was working perfectly well yesterday after I downloaded it.

  70. blipflip - # July 29th, 2007 at 8:16 am

    Can I request something?

    Could you make it less easy to accidentally stop building the base ( ie remove the “done” options from the placing display )

    But I really love it data, that’s just a small annoyance.

    Thanks!

  71. GrimResistance - # July 29th, 2007 at 8:18 am

    there is a bug where the map starts looping. If you are on the left side of the break you can’t see the enemies health or your cursor if it’s on the right side, and vise versa

  72. Spamking - # July 29th, 2007 at 8:55 am

    Well, while you can place clones, robots, skeletons and miscellany, I noticed that you can’t equip them- maybe have weapons dropped directly on an actor be picked up before the round begins?
    Also, small metal dent and some other damage things are defined differently from in B14, so now all of those wonderful mods have gone kaput.

  73. KarvaBopi - # July 29th, 2007 at 9:07 am

    I can see some people complaining, but i have to say: For me this works perfectly…
    And Data, why does actor like go behind the ground when i use jetpack and come little bit faster than normal to the ground ?
    I dont mean like it would sink to ground, it wont destroy anything from the ground but it goes like behind plants etc.

  74. KarvaBopi - # July 29th, 2007 at 9:13 am

    This is what i mean http://img526.imageshack.us/img526/1347/behindgrassyi1.png
    and when i use jetpack and leave that spot, the grass is olmost non damaged

  75. MaximDude - # July 29th, 2007 at 9:21 am

    Thats cause they canged the layers

    B14 and all before it:
    Actors and everything else = FG
    Terrain = BG

    B15:
    Terrain = FG
    Actors and everything else = BG

  76. Axxel - # July 29th, 2007 at 11:12 am

    I like this bunker-building thing a lot, it adds a whole new dimension of strategy to the game. And it’s cool to come up with crazy bunker ideas (flying fortresses, underground tunnel systems, Thunderbirds-style rocket launch platforms and bottomless pits to hinder enemy troops, etc). However, it would still be nice with some sort of quickstart option, that would let you start off with a pre-built bunker instead.

    Also, the game keeps crashing for me :( Even more than TB14, I think. I hope you can fix it soon. Keep up the great work, Data!

  77. whitty - # July 29th, 2007 at 12:31 pm

    it crashes way to damn much. that needs to be fixed before anything else.

  78. Whef - # July 29th, 2007 at 12:41 pm

    Whitty Shut the flying fuck up.

  79. iwillcontrolyou - # July 29th, 2007 at 1:11 pm

    It does crash a lot.

  80. Spamking - # July 29th, 2007 at 1:26 pm

    Whef, be quiet- the adults are talking now.
    These weird, random crashes must be fixed- this half-done proto-editor is not compensation for the neigh-constant crashes; in fact, it makes them more irritating, due to the pointlessness of building an elaborate fortress only to have the game crash two minutes later.

  81. Kaito - # July 29th, 2007 at 2:17 pm

    Fix bugs, now…… D:

  82. Fippe - # July 29th, 2007 at 2:38 pm

    Too buggy… I can’t play! NOOOOOOO!!!

    Oh, whatever. Just fix bugs and it’ll be fine.

  83. Darkslicer - # July 29th, 2007 at 2:44 pm

    Yea it crashes a lot. And nice work with the bunker building it makes a lot of fun.

    Bug:
    It seems that if I shot with the flak cannon at an rocket, it just goes through it and don’t hits it.

    Question:
    Sorry for this question but, why the actor jumps like when you stand, also the legs goes down and up.
    Maybe you could make all actors breath like (the body goes forward a little bit and a bit back)
    Or maybe 2 head frames, sometimes (not often) he opens his mouth a little bit to breath?
    I’m sure that it would look very cool :)

    Also awesome work data, you surprising me every time when a new build comes up.

    Please Keep up the great work!

  84. Kazuki - # July 29th, 2007 at 3:22 pm

    Bunker building = epic win.

    You must have put in loads of work to get this done.

  85. Batesman - # July 29th, 2007 at 3:57 pm

    My CS:S server was having problems so I was sad. :(
    Then i checked my email and had my face blown off by DataRealms.com. 64% Downloaded.

  86. whitty - # July 29th, 2007 at 4:15 pm

    last time it crashed i was playing for about 30 seconds….
    the time before that i played for about 3 minutes before it crashes. it needs to be fixed crashes and bugs are the worst possible thing to happen to the game right now.

  87. Kurrus - # July 29th, 2007 at 4:50 pm

    Yes, it’s really unstable now. More than Half-Life 2: Episode 1. Hope Data fixes this soon!

  88. RaptorX9 - # July 29th, 2007 at 5:25 pm

    Hey data, after I’m done creating my base via your new MYOB tool, I have a real problem aiming with any actor. Its extreamly jerky, like its aiming 45 degrees up/down when I try to aim up down. How do I fix this?

  89. Koniferus - # July 29th, 2007 at 8:17 pm

    This is the shizer! and you even made the grass in the foreground! is there a way to mod it to where the actors dont effect the grass? They seem to still crush it even thought they’re behind it. LOVE IT!!

  90. Data - # July 29th, 2007 at 8:45 pm

    raptor, it’s an issue we’re trying to fix. should be addressed in the next build

  91. Colonel Sanders - # July 29th, 2007 at 9:32 pm

    You. Are. GOD.

    Sweet Build Data

  92. Hawkwing - # July 29th, 2007 at 9:51 pm

    During the Bunker Editor, the bunker pieces should move Half as much as they do, so that they can be lined up with existing bunkers in certain levels

  93. Kaito - # July 29th, 2007 at 10:12 pm

    This is the best build by far, but the random crashes really ruined it.
    Hope to see this fixed soon.

  94. Zero - # July 29th, 2007 at 10:59 pm

    Hawkwing, try holding down the selection button thing. It’ll let you fine tune the movement on the pieces, pixel by pixel so you can line it up just perfect.

  95. Data - # July 30th, 2007 at 12:27 am

    hawking… just hold down the placement button and you can place the pieces as precisely as you want.

  96. - *uBer OMGness - # July 30th, 2007 at 12:41 am

    Should be called Build Your Own Bunker, because then it’s BYOB, thus shares its name with a kick-ass song.

  97. The Village Headcrab (GMI and PredatorKing)) - # July 30th, 2007 at 2:03 am

    A NEW BUILD!? ALL HAIL EMPEROR DATA! Too bad that I won’t be able to download it until August, OptusNet is busy raping my connection.
    Also, sorry for advertisement, but Another Monday Morning (Something on Infinite Story http://www.infinite-story.com/story/3/ ) really needs some rooms!

  98. Alteisen - # July 30th, 2007 at 3:59 am

    After testing heres what I got:

    1.In the bunker editor if you place stairs and blocks somewhere first, they will be deleted and the money wont be returned if you place a bunker module on them.

    2.The game suddenly crashes after few minutes of play.
    Without mods, on horizlands with a simple bunker. and death mode on.

    3.The bunker stuff prices should be balanced.

    4.Instead of the brain bunker, have the brain sold seperately from the bunker and make a variable that limits the amount of stuff to build/place

    (This could enable user created maps that have a bunker/building to build more stuff like defences, watch towers and obstacles and place the brain anywhere they want on the map.)

  99. AquaGeneral - # July 30th, 2007 at 5:29 am

    I really would like it if you could save all of the bunker placements you made to a file so that you can access it later. Plus it is a lot more simple than using co-ordinates.

  100. Koach - # July 30th, 2007 at 7:21 am

    What the hell is wrong with some of the people here? You are acting as if Data owed you or as if you could demand bug free builds. This game is under DEVELOPMENT! You can almost be 100% sure if features are added that some bugs will turn up at the other end. So don’t complain or demand immediate fixes, but be happy that the latest results are shared with you! Some people should consider to be a little more humble…
    And to finalize my rant: if you have to complain about crashes already, then at least describe what happens a little more indepth. Comments like “Crashes to often(insert x exclamation marks) Fix now(repeat exagerated emphasis)” don’t really help much.

    On another note: great work Data and everyone working on Cortex Command! It’s really good to see that you are making progress continuously. I haven’t tried the new build yet, but I think I will wait until the next one, when some of the more severe bugs are fixed. I really do like the idea of building your own bunkers though and am looking forward to see what you will come up with next. Already now it’s a game I would definitely pay money for. Rock on!

  101. Cgp114 - # July 30th, 2007 at 7:46 am

    I made the 100 post! Well, i want to plat it, but my damn pc wont run it..

  102. -B- - # July 30th, 2007 at 8:48 am

    Wonderful job! I really like this build. Very unstable – yes, but I heard fix is coming.

    This is one error I got after the crash:

    RTE Aborted! (x_x)

    Abortion in file .\System\DDTError.cpp, line 100, because:

    Assertion failed: Collision mismatch in MOPixel::CollideAtPoint!

    The last frame has been dumbed to ‘abortscreen.bmp’

  103. Hawkwing - # July 30th, 2007 at 8:57 am

    …oh

  104. Afroded - # July 30th, 2007 at 9:06 am

    I thought you said, when the last build was realeased, there wouldn’t be a map editor… (unless you meant the entire map) until the real game.

  105. DiviX - # July 30th, 2007 at 12:23 pm

    HOLY FRIGGIN FUDGIN POOP!!!

    yes yes yes at last ty data!!!

    woooooaaaaaahhhhh!!!!

  106. DiviX - # July 30th, 2007 at 12:40 pm

    doesnt crash for me…

    or maybe not now but it didnt..

  107. Fat Zombie - # July 30th, 2007 at 12:41 pm

    Woohoo! Data, you are a man/woman/small furry creature from Alpha-Centauri, after my own nuts-about-building-stuff-especially-bunkers-WOO-MY-OWN-BUNKER heart. All possible deity/ies bless you!

    The only problem is, I keep on spending all my funds on creating the ultimate base of doom. Then having no-one to defend it.

    And yes, please work on AI that can navigate through them! It would certainly make the base-fights more interesting.

    All in all, thank you very much!

  108. Hawkwing - # July 30th, 2007 at 1:49 pm

    you could always make yourself start with more gold, or just make the pieces cost less.

  109. someone lol - # July 30th, 2007 at 2:19 pm

    ey yo i found bug plz help lol

  110. AquaGeneral - # July 30th, 2007 at 2:36 pm

    You always add lol to your sentences.

  111. Neko - # July 30th, 2007 at 7:41 pm

    Well.. It did work, but after a couple of min in game I get a windows error message thing. Then there was a crash at startup. When that happend I just reinstalled.
    It worked, but after a while it gets a windows error thing again.

  112. Neko - # July 30th, 2007 at 7:42 pm

    Forgot to mention that it was awesome

  113. coilgunner - # July 31st, 2007 at 6:39 am

    sweet! wow you guys really worked on that hard and finnished it very quickly!.

  114. c.robinson - # July 31st, 2007 at 7:36 am

    very cool!

  115. someone lol - # July 31st, 2007 at 8:11 am

    et it say unsupported clolor dept lol
    hepl plz

  116. brewfish - # July 31st, 2007 at 11:00 am

    I got this error when the game first starts up. I tried installing build 15 over build 14. Still didnt work.
    ———————————————————–
    RTE Aborted! (x_x)

    Abortion in fi.\System Reader .cpp ,line486, because :

    Referring to an instanc(’Rocket engine metal) to copy from that hasnt been defined! in 3B 06.rteDATA .ini at li266!

    The last frame has been dumped to ‘abortscreen.bmp ‘
    ———————————————————-

  117. Munchkin9 - # July 31st, 2007 at 12:00 pm

    I love the new build but…what happened to dual wielding, it does not work anymore (how it used to anyway). Otherwise great build.

    Oh and like everyone else pointed out it crashes a lot.

  118. penorsegawd - # July 31st, 2007 at 12:31 pm

    Amazing work data! The only problems i have are the scene mods not working (which it turns out can be fixed quite easily) the crashing and almost every other time i start up cc it will say that there’s a problem with settings.ini. the problem is that it keeps changing my funds to something like “1e+006″. it’s easily fixed just very annoying.

  119. Data - # July 31st, 2007 at 2:41 pm

    This is rare, but I had to get rid of some comments because they were just completely pointless.

    Please keep it constructive, folks.

    Also: new build coming today with fixes.

  120. Block - # July 31st, 2007 at 3:08 pm

    Is the new build a “fix-only” build so that the old mods work?

  121. AquaGeneral - # July 31st, 2007 at 4:48 pm

    I guess it is has fixed crash issues.

  122. RaptorX9 - # July 31st, 2007 at 5:04 pm

    I have to ask data, will the jerky aiming be fixed? I can’t even play due to this >:(

  123. retroman - # July 31st, 2007 at 8:44 pm

    The only suggestion I have to be able to rotate and/or flip the base parts.

  124. Aqua General - # July 31st, 2007 at 9:59 pm

    Sorry for the double post but I mis-spelt some words.

    “/\ That would be great, I do not like needing to rotate my bunker module bmp’s in MS Paint.

    Can I ask a question; Are there any plans to include online play or even lan play in the later release of test builds? “

  125. Kokits - # July 31st, 2007 at 10:43 pm

    Hey DATA, So there’s gonna be a new build today? Just a question… what time is it where you are?

    The only suggestion I have with the base builder, would be that you should be able to equip actors with weapons in the editor. You would place the weapon directly onto a clone, and he automatically picks it up. An undo or erase button would be nice as well.

  126. AquaGeneral - # July 31st, 2007 at 11:07 pm

    Hey Data.. Will there be fixed controller support?

    I tried again using 2 game controllers and only one joy pad can be assigned to a player control options menu.

    PS: Sorry for posting alot of posts in a short period of time.

  127. retroman - # August 1st, 2007 at 1:58 am

    I’ve noticed that the game will crash if to many actors appear are on the level at one time.

  128. finairfin - # August 1st, 2007 at 2:23 am

    will the AI ever use diggers for mining? or even to get to your brain? there’s just something entirely unfair about the AI always being able to spawn three skeletons with blunderbusses at any given time. plus, fighting over mining territory is just fun.

  129. Blob - # August 1st, 2007 at 2:45 am

    Also: new build coming today with fixes.

    O_O……..

  130. Alteisen - # August 1st, 2007 at 4:01 am

    I found a bug while trying to place my custom ship in the editor, and I probably know the reason why:

    On the bunker editor, I tried to place my ship that cost 1000 oz, and I had 1500 oz left to use so logically I should be able to buy it. But it said ”Not enough funds”

    But the thing is, this ship has 1000 hp and if ordered and returned you get back alot more money. So I think the game calculated that price by its hp and said ”no” to me.

    ————————

    Also, if possible, make a variable for rounds to create wounds on hitting an actor and creating a custom wound defined on the bullet to create. This would make EMP rocket disruption, Healing guns, setting clones on fire or making them fly as if you would stick a rockets engine on him possible.

    CreateWoundOnContant
    CopyOf = fire

    Something like that. Maybe you could enable it on MOpixels, MOSpartl and MOSrotatings.

  131. Skiv - # August 1st, 2007 at 4:43 am

    I’m waiting for the new buid patiently :) )

  132. lazermaniac - # August 1st, 2007 at 5:11 am

    Alteisen’s idea is awesome.

  133. zalo - # August 1st, 2007 at 10:40 am

    Alteisen’s Idea would be awesome.

    Please implement in the coming build.

    And an Idea for water, try using the left-over code from the spring collisions on a special kind of circular MOSRotating.

    It would work perfectly with just a few modifications.

  134. RoboLee - # August 1st, 2007 at 11:18 am

    hi, when my cortex command kept crashing I didn’t think to try out why it kept crashing then it crashed once when I was in control of a guy the common bug I think is due to the soil, since sometimes the soil doesn’t change when something digs into it, so it crashes.

    also the thing where the enemy cant transport troops right next to your base DOESN’T WORK any more this is pissin’ me off they just walk up to me and kill all my guys when I’m preparing something (not to get at you or anything but could this be sorted out for the next build? sorta short notice considering that someone said it should be out TODAY)

    also maybe add extra variables?
    *realistic accuracy
    *water pooling(even though I’ve been working on it for a while it doesn’t splash)
    *maybe some you thought of yourself?

  135. iwillcontrolyou - # August 1st, 2007 at 11:19 am

    Gibbable MOPixels. Just throwing that idea out there.

  136. RoboLee - # August 1st, 2007 at 11:25 am

    damn forgot to mention:
    also could you make the mouse work a bit better when aiming (it used to be perfect), maybe keep the mouse control (when in control of an actor) the same as build 14?

    (and I hate the double click think- aches your hand after a while)

    last but not least: how do you use the “TransformsInto” variable (except when = 0 obviously)

  137. Blob - # August 1st, 2007 at 11:57 am

    Data, When we will be able to save/load Games?

  138. numgun - # August 1st, 2007 at 12:30 pm

    …You mean like save game position? That would be kinda lame imo.

  139. numgun - # August 1st, 2007 at 12:40 pm

    Oh yea, I forgot to say:

    FIX THE BUG THAT GIVES NO CONTROL OVER GIBBED ACTORS.

  140. GSM - # August 1st, 2007 at 2:33 pm

    But aren’t gibbed actors supposed to be dead?

  141. Anders Jenbo - # August 1st, 2007 at 2:44 pm

    Tested it on a AMD XP and a P4 HT both have the random crashes after about 2 min of game play, both systems have never seen a version of the game befor (fresh format).

  142. robolee - # August 1st, 2007 at 3:17 pm

    as I said
    “I think is due to the soil, since sometimes the soil doesn’t change when something digs into it, so it crashes.”

    this isn’t certain though just a guess

  143. numgun - # August 1st, 2007 at 3:52 pm

    ”But aren’t gibbed actors supposed to be dead?”

    Not that. I meant if I make a box fall from the sky that will gib a live clone out of it, I should be able to control it. Gibbed from another object. Ya know.

  144. ArcRay - # August 1st, 2007 at 5:01 pm

    Here’s my problem:

    After playing the game for a while, the screen abrubtly goes pink, then black, and dies.
    The computer returns to my Desktop and I get the “Cortex Command has encountered an Error…” window.

    Is this the game’s fault or my computer’s?

    Awesome work by the way. Love the multiplayer.

  145. Data - # August 1st, 2007 at 5:07 pm

    It’s the game, we’re working hard on a build that fixes most issues… slightly delayed due to badger attack

  146. ArcRay - # August 1st, 2007 at 5:39 pm

    When can we expect an update?

  147. iwillcontrolyou - # August 1st, 2007 at 5:58 pm

    …badger attack?

  148. AquaGeneral - # August 1st, 2007 at 6:27 pm

    Was it something like this? http://news.bbc.co.uk/1/hi/england/hereford/worcs/3027681.stm

  149. retroman - # August 1st, 2007 at 7:49 pm

    Or possibly he ment this http://www.badgerbadgerbadger.com/

  150. lazermaniac - # August 1st, 2007 at 7:59 pm

    Badger attacks sure sound deadly as all hell.

  151. Slappy Moose - # August 1st, 2007 at 8:00 pm

    Yeah seriously. Also, BLARG I WANT NEW BUILD!

  152. lazermaniac - # August 1st, 2007 at 8:55 pm

    Relax, Data will deliver.

  153. AquaGeneral - # August 1st, 2007 at 9:19 pm

    I have realized why it crashes somethings, when a sharp corner of a drop ship or rocket hit get pushed into a smooth terrain object than it will crash.

  154. CussinSk33t3r - # August 1st, 2007 at 9:56 pm

    Woooah cool. So if build 14 mods work with build 15 then build 15 mods will work with 14? Ill check actually….

  155. Kokits - # August 1st, 2007 at 11:14 pm

    What do you mean badger attack? Is that a techinical term… or an actual badger attack?

  156. BreenedandScrooned - # August 1st, 2007 at 11:35 pm

    Heh, Data, you probably shouldn’t have said you were going to release a new build soon.

  157. Verners - # August 2nd, 2007 at 12:52 am

    Most probably thats the reason for the badger attack…

  158. Slappy Moose - # August 2nd, 2007 at 12:55 am

    BLARG WHARS TEH NEXT RELEEESH!?

    I’m just playing. Take you’re time Data, we appreciate the work you put into this game. Except for a few people. *Stares at kokits*

  159. Blob - # August 2nd, 2007 at 1:41 am

    Will be the MOSRotating Bug fixed in next build? I mean, when In scene editor I try to place MOSRotating Object’s (Like chairs, safes in skyskaper) it just dissapears. And also bug with weapons. Like I place weapon with scene editor, then another one. And previously placed weapon just instantly becomes part of terrain.

  160. McFuggly - # August 2nd, 2007 at 3:27 am

    The scene editor has a level of awesomeness that is equalled by very few things.

  161. robolee - # August 2nd, 2007 at 5:43 am

    maybe its delayed because he’s including everything were telling him.

    “Like I place weapon with scene editor, then another one. And previously placed weapon just instantly becomes part of terrain.” – yes very annoying though I found that it works when:
    * you only place the same object (any mod but only for like 5 weapons)
    * or only place original weapons (but only for like 5 weapons)

    any other weapons just become part of the terrain upon a different weapon being placed

  162. Kokits - # August 2nd, 2007 at 9:27 am

    SLAPPYMOOSE SAID: “I’m just playing. Take you’re time Data, we appreciate the work you put into this game. Except for a few people. *Stares at kokits*”

    Where was I ever unapreciative and impatient with this build?

  163. Blob - # August 2nd, 2007 at 9:40 am

    DATA!!! You said that: new build coming today with fixes.

    Day is passed???? Today is Passed?

  164. Slappy Moose - # August 2nd, 2007 at 1:12 pm

    Kokits, I was kidding. :D

  165. Canttouchtheground - # August 2nd, 2007 at 1:39 pm

    Rawr, new build is shiney fun xD
    Except for the crashes =( those sucks big.

  166. Kokits - # August 2nd, 2007 at 3:23 pm

    @Slappy Moose: Oh yeah? Well you better be kidding or I wouldv’e umm… hurt you… or sumthin’…

    And I’m still curious about this so called “Badger Attack”.

  167. Neko - # August 2nd, 2007 at 5:58 pm

    Took a screenshot of when it froze

    http://i16.photobucket.com/albums/b31/katzeness/crash.jpg

    Think my brain was doomed anyways >->

  168. numgun - # August 2nd, 2007 at 6:29 pm

    Bug found:

    Take a blue clone in the bunker editor.
    Drag him to the bottom of the scene.
    Game will instacrash.

  169. lazermaniac - # August 2nd, 2007 at 8:35 pm

    Oh noes, the forums are down!

  170. zalo - # August 2nd, 2007 at 8:47 pm

    I got a picture of it while it was still wide screen :D

    When is build next has coming’d out?

  171. finairfin - # August 2nd, 2007 at 9:40 pm

    “Take a blue clone in the bunker editor.
    Drag him to the bottom of the scene.
    Game will instacrash.”

    any time that i’ve tried that, the clone’s legs just blow off (which leads to interesting situations where none of the clones that i’ve placed on the map have legs anymore, without me noticing until the game actually starts). It also works on rockets and robots. i’ve never had it crash, though, because of it.

  172. beorn080 - # August 2nd, 2007 at 11:00 pm

    The game crashes for some people because it trys to load a material that isn’t defined. If you have that spot used by a mat it will load that mat. I also get that error. Very annoying when it takes 5 min to load mods and you accidently hit the bottom with a clone or something.

  173. lololn00b - # August 3rd, 2007 at 12:02 am

    As numgun said, drag to bottom = Crash
    That happens in every map exept phys test, so I came up with a genius solution
    Edit phys test and play it cause it doesnt crash every 2 mins

    Also if you place a bunker close to othe top of the screen and gib a clone on it, it will copypasta itself in a vertical row creating a solid wall of copypasta :/

    Its wierd
    Fix plis

  174. Data - # August 3rd, 2007 at 12:26 am

    The hitting/dragging to bottom of scene crashes have been fixed completely. Also, if any unknown material is loaded, it will not crash but default to a safe material instead.

    Most crashes are due to issues witht he collision maps getting corrupted. These have been fixed too.

    We’re working on a big optimization which will speed up teh game significantly, especially on larger maps. This is what’s taking a little longer than expected.

    The mouse jerkiness issues we are tracking down too.

    Don’t worry, things are looking good

  175. Block - # August 3rd, 2007 at 12:49 am

    Optimization sounds cool

  176. AquaGeneral - # August 3rd, 2007 at 1:22 am

    That really sounds good. Is it possible to make the GPU do the physics? That should really speed up the game because then the CPU is free to do the AI and generating the scene.

  177. Skiv - # August 3rd, 2007 at 4:22 am

    oh wow optimalization =^o^= that sounds uber cool!!

    @Aqua: i think maybe later…some of us have a fast CPU and some of us have fast GPU…

  178. lazermaniac - # August 3rd, 2007 at 4:27 am

    What about the weapon angle matching for MOSRotating and TDExplosive?

  179. Blob - # August 3rd, 2007 at 5:08 am

    Wooho!!! “BIG Optiization”!! I will wait!

  180. carpet_ninja - # August 3rd, 2007 at 5:10 am

    ZOMFG!!!

    ima gonna test!!

    awsome!!!!!!!

    build 15!!!!!!!

    pubes!!!!!!!

  181. Canttouchtheground - # August 3rd, 2007 at 5:30 am

    yum optimization, sounds fun!
    Good luck on that one data.
    Oh and aquagenerals idea with the graphics card doing the physics insted of the CPU would really speed up the game.

  182. AquaGeneral - # August 3rd, 2007 at 5:40 am

    Skiv I was referring to render and calculate physics on the GPU, everything else on the CPU. That should really help performance.

  183. carpet_ninja - # August 3rd, 2007 at 6:08 am

    scenes ini wont work!

    when i instally it says it pooed up the scenes ini file!

    help me!

  184. Kokits - # August 3rd, 2007 at 8:11 am

    The new build sounds like it will definately be a big hit!

    Keep up the good work Data!

  185. Thomas - # October 3rd, 2009 at 6:18 pm

    I love how the limbs loss feture works, but after a wile of playing, (like two minitue) it says it stopped working and shuts down, any opinions???

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