Posted by Data in Cortex Command - July 10th, 2007

Independent Data ModulesSo here’s an update on what we’ve been working on. There was a bit of a slump in productivity in June as we moved our offices, but we’ve picked up the pace in the past week.

A big problem with making mods for Cortex Command has been that any new names you defined in your data module could collide with ones found in any other random mod out there. So, if anyone tried to load both your and that other mod at the same time, very strange and unexpected things would occur (someone else’s arms and legs on your guy!). Or just crash the game with little clue as to what conflict caused it.

So we took a break from working on the new editors to solve this problem. Now, user made data modules form their own ‘name-spaces’, and thus can define whatever names they want, as long as they don’t conflict with anything in the official Base.rte module. This means your SuparGun will coexist peacefully with that other guy’s SuparGun, as long as you both follow some simple rules:

  • Your instance names can’t be the same as anything in the official data module Base.rte
  • In your own data module you can use anything defined in the official module, Base.rte. You can safely make copies or reference them as you wish.
  • You CAN’T, however, use anything defined in any data module other than the official one, or the one you’re working on. This would cause an interdependency between two user made data modules, and will cause errors if they get separated. Just put everything dependent on each other into one module… you can organize it thoroughly. Look at how Base.rte is organized for tips.

Back to work on the Scene and Gib Placement editors!

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68 Responses to “Independent Data Modules”

  1. Ya Fruit - # July 20th, 2007 at 1:34 am

    Great! Very useful yes!

  2. MaximDude - # July 20th, 2007 at 2:11 am

    This is aweasome
    What else build 15 will have? New craft? New weapons? New actors? New maps? TURRETS?

  3. Shalafi - # July 20th, 2007 at 5:20 am

    No, Data only will add new things in the final version. That will be one of the things that will make it worth the money.

  4. codex - # July 21st, 2007 at 12:48 am

    Yeah, maybe so — but I think one of the things that has made Cortex Command so great is the community testing new stuff. And if we don’t occasionally see the odd new feature (that’s not an ‘under the hood’ thing), it might start to lose its appeal.

  5. JeCa - # July 21st, 2007 at 4:47 am

    True, true. But look;
    # Gibbable ships and new ships, working on these, some may appear in next test build
    # New guys and guns.. may save for real game too
    # Ability to force reload of all ini’s without restarting game, will be in next build.
    New gibbable ships may appear in next build. That’s probably a good thing, since it’s (almost) completely new to the game. New characters will probably work in about the same way as old ones, but gibbable ships are new to the concept.

    Also I wonder when DaTa’s gonna try start optimizing the engine. If that’s the last thing he’s going to do, then that would almost be worth paying for in itself.

  6. Kazuki - # July 21st, 2007 at 9:28 am

    So I see you’re a bit more active now, Data…

    Does this mean you’ll update the blog a little more often? D:

  7. lazermaniac - # July 23rd, 2007 at 4:37 pm

    Would this RTE independence eliminate the material index conflicts as well? Right now, if you download many different mods, their material indexes overlap and CC crashes with an error that says “Material Index ### already used by [Name of material].” or something in those lines.

  8. Nikola - # July 24th, 2007 at 2:21 am

    Hey Niklas I saw your work in The Player PDF Magazine !!!

  9. Data - # July 24th, 2007 at 8:40 am

    We’re going to find a solution for the material too, yeah.

    The editor is really coming together. Next build is going to be a lot of fun

  10. MaximDude - # July 24th, 2007 at 2:09 pm

    I just hope it wont get all out mods screwy…

  11. Fat Zombie - # July 24th, 2007 at 3:32 pm

    Hey, Data: someone else asked this but you didn’t answer, and I’d also like to know the answer to this.

    Will there be the option to create emitter-type objects as rounds or weapons that can be fired? Not as in the actual guns, but as ammo?
    Some sort of easier and more reliable way of creating rounds that have emitters or trails, so that we could finally have reliable working rocket-propelled ammunition or other things of that ilk?

  12. Data - # July 24th, 2007 at 7:26 pm

    zombie, yeah we’ll rearrange things to make effects like that easier to do at some point soon

  13. BreenedandScrooned - # July 24th, 2007 at 8:23 pm

    This is pretty off-topic, but do square objects still dig?

  14. MaximDude - # July 25th, 2007 at 1:37 am

    Ohhh Data
    Will the timer on explosives be fixed?
    Cause it wont allow setting the timer to -1 for impact explosives or stuff that never explode
    It just insta explodes killing you and lagging

  15. AquaGeneral - # July 25th, 2007 at 3:16 am

    Hey Data…
    Is there any news on pool able water?

    Because on the forums lots of people would like that feature.

    If you cant talk about something such as this its okay.

  16. Fat Zombie - # July 28th, 2007 at 5:48 am

    Yay! Thanks, Data!

  17. someone lol - # July 28th, 2007 at 9:28 am

    ey data plz reles the game lol

  18. Bilderback - # October 19th, 2009 at 1:14 am

    Praise you for your helping hand.