Posted by Data in Cortex Command - February 14th, 2007

Download Test Build 13!Yep, fixed some of the reported problems with build 12:

  • Mouse + Keyb and Classic keyboard conflict resolved, no longer maps across anymore
  • D-Pad control scheme now controls the buy menu properly
  • Mouse control fixed so that the direction you’re facing and your movement can be different while in the air, without the two inputs fighting
  • Grasslands map can now be played without insta-win. It only has one brain in the map, so the other team’s brain gets placed automatically (buried in the ground)
  • Fixed so that the game doesn’t end if a team runs out of money
  • Mouse wheel can now change inventory items!
  • Jetpacks’ bursts are now more consistent, better control
  • Some other small stuff


If you downloaded this before this message appeared here, then re-download. There’s a major bug in it that has been fixed. Causes the game to exit when setting up controllers 🙁 Sorry, but fixed now! Everyone else can ignore this message.

Whoops. The insta win problem was only partially fixed… if you’re on the red team with only one player, it still happens with this build. It’s fixed for sure for the next build though. For now, just play grass duel, it’s the same map with a few more bunkers.

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93 Responses to “Test Build 13, fixes most of 12’s issues”

  1. Master Pimp - # February 15th, 2007 at 4:54 am

    Nikola(Nikica) do you have the newest version if you notice he updated this Build twice it’s like Build 13.2

    Great work on the fixes Data but the A.I is dumb again

    Oh and those of you who think it’s to easy to win, STOP PLAYING ON EASY TRY HARD!

  2. MaximDude - # February 15th, 2007 at 5:00 am

    Hmmm, well everything seems to work fine for me, the jetpack aswell, i figured it out
    the jetpack really sucks on the robots but the colnes jetpacks work great (though it is the same jetpack, or is it? wierd…)

    Anyway it is teh own!

  3. Juggz - # February 15th, 2007 at 5:54 am

    Haha the ai keeps beating me and my brother when its on death mode, i love it data

  4. MaximDude - # February 15th, 2007 at 8:04 am

    Hmmm, yes the AI seems to be smarter, but its still too dumb to use the jetpack…..

  5. KarvaBopi - # February 15th, 2007 at 9:51 am

    hmmm… i wonder is data working on build 14 XD i hope so

    If this build was this freggin good how good will be 14 ?!?!

  6. Tomaster - # February 15th, 2007 at 10:50 am

    maybe on teh next build the skeletons could, instead of having no jstpack, just be able to “jump”(jetpack with invilsble immisions?)

  7. Tomaster - # February 15th, 2007 at 10:58 am

    sry about teh double post and spelling errors

  8. MaximDude - # February 15th, 2007 at 1:15 pm

    Hmmm…. Possible, it can be made with a rocket main thruster, by just making the fire balls full pink (Invisible) it will just look like theres no bire balls but it will fly the same

  9. Pragma - # February 15th, 2007 at 1:50 pm

    Awesome tech-demo/beta. It’s like scorched earth meets tribes.

    I want to provide some quality feedback, but I have no idea where you’re trying to focus on improving this. That said, the following post is going to be all over the place.

    The major thing that seems to be in the way is how the enigne calculates collision between actors and the contour of the ground. Seems to me that performing collision based on a fuzzy average of the ground contour (rather than testing in a more pixel-perfect way) might help with the “sinking” problem.

    Other little nits include:

    – Bullets travel forever (I can shoot myself in the head if I’m up high enough). IMO, the Ak-47 should only have a range of about a screen, and the other weapons less than that, with the blunderbus being the worst.

    – AI seems to know enough to dig down into the bunker brain chamber, simply by stumbling back and forth.

    – The Selection indicator (little hand) simply isn’t flashy enough to demonstrate what you’re controlling. I’ve killed more guys after a drop this way, by accidentally vectoring the drop ship right onto them.

    – The drop ship itself seems to have a slight list to the right, no matter what.

    – The whole game really bogs down when there’s a lot of activity on the screen. I’d reccomend scaling back gaphics during a slowdown, when things are obviously CPU-bound IMO, this would help with online play if you’re headed that route.

    – Some matter doesn’t seem to be “insubstantial” enough, like bullet casings and “brain fluid”. Seems to me that mutual collisions with these kinds of particles shouldn’t necessarily create a pile of stuff.

    Obviously, CC isn’t play-balanced yet. But I do have a few suggestions on how to make CC a lot more fun:

    – I found that increasing the brain’s life to 1000 Health and 100 Wounds (Brain.ini) made for a more back-and-forth kind of game, which makes an initial rush on a base less of a problem.

    – A guard/attack/dig RTS-style command set would be a godsend in a game like this. Just let us use the “drop ship cursor” to select a target area for a given action. That way, the AI can simply make use of whatever loadout a given unit has. It would compliment the existing features nicely.

    Keep up the great work!

  10. Data - # February 15th, 2007 at 2:03 pm

    Pragma and others, thanks for the excellent feedback. It is much appreciated.

    Next big build is going to focus on AI, and pragma is right on the money in terms of what we’ve got planned. You will be able to set your guys to one of four modes when you switch away from them: Sentry, Patrol, Attack, Gold Dig.
    The craft will have a set of modes as well.

    Yes, the ‘game’ is basically not in there yet at all. What you see currently is just the quickest scenario we threw together to test all the systems with. There are some great yet realistic things planned for the real gameplay, so stay tuned.

    Additionally, we will take a serious look at the root causes of the sinking and locomotion issues. It has to do with the fundamntal physics logic, and I’m confident that it can be fixed to work well on all machines. (faster machines exhibit less sinking in the sim)

  11. numgun - # February 15th, 2007 at 2:26 pm

    Data, for the sake of modding can you please add these variables for the next build?


    ReloadingSprite (for devices)
    FrameCount = 2

    What if you have a weapon that needs to look diffirent when not active?
    Or maybe you would want to have an indicator light on the sprite that goes red when you reload?
    Or what if you want to make it look like its recharging energy visually?

    That code will enable all this.


    MassRecoil = 1 //Is a multiplier, 0 for no recoil from mass, 1 for normal and 2 for double recoil * mass.

    This is for bullets/rounds that you want to be really heavy but you want no ridiculous recoils.

  12. numgun - # February 15th, 2007 at 2:30 pm

    Oh and btw, the ”stay” command for ships doesnt work.

  13. Afroded - # February 15th, 2007 at 4:42 pm

    Pwnage im downloading this as i type!! 😀

  14. Afroded - # February 15th, 2007 at 4:42 pm


  15. switch - # February 15th, 2007 at 11:16 pm

    sorry for a dumb question but how do youacess the drop menue for player 1 in builpd 13 what key do you press?

  16. MaximDude - # February 16th, 2007 at 2:42 am

    Player 1 is keyboard + mouse right?
    Then its Q+E together

  17. KarvaBopi - # February 16th, 2007 at 5:25 am

    Simple question for Data if you see this:
    will the scene editor come to the next build ?

    and i dont wanna say that you are slow or something (or anything like that )
    You have any idea when will the next build come out ? after month? two ? next year? two weeks ? half year?

  18. :o - # February 16th, 2007 at 6:00 am

    i’d like to see water in the final release.. yea, its very difficult to make it realistic.. but.. 😀

  19. KarvaBopi - # February 16th, 2007 at 8:08 am

    i’d like to seee land vechiles !!!! it would be so cool
    Like you can put two guys in tank and when the tank gets hitted enought some parts fly off from it ( ofc from the spots where the bullets/explosions hit ) and you could like see the driver and the guy who is in the cannon. then you could put mines to slow it down ( destroying the “wheel things” duh… ). then the tank should have like own kinda dropship to drop.
    and ofc jeeps to send guys faster to somewhere ( if the maps will be huge in newer versions ).

  20. KarvaBopi - # February 16th, 2007 at 8:11 am

    ofc in the next build or after that.
    Btw 69 post xD
    and if there would be water it would be like cool if you could manipulate it.

    And one thing what i would so much want now becose the better AI code is like you could place bunkers and stuff like that…

  21. MaximDude - # February 16th, 2007 at 2:24 pm

    Hmmm, *halo flashback* W00t! WARTHOGS!!! WITH MOUNTED CHINGUNS!!! and it would be cool if there was a “Big scale veichle” dropship

    sorta like this:

  22. Batesman - # February 16th, 2007 at 2:48 pm

    OOH!!! i havent downloaded cc 13 but ive had cc 12 for a while. ive been playing it so much i forgot to post a comment. THANKS DATA!!!

  23. Barbalute - # February 16th, 2007 at 5:11 pm

    In addition to premade routines (dig, defend, etc.) I would really like to see a script editor or something where we can create our own custom behaviors, such as tunnel into enemy base, dive bomb, etc. That would really add a lot to the replayability.

  24. sylverone - # February 17th, 2007 at 3:17 am

    Three cheers for Data, and cookies fo everyone! I love this new build! I’ll make a quick sum-up of what I like and dislike about it.

    1. I’m lovin’ the new AI. Like Data said, much nore deadly. It gives you a real rush when you’re boosting over an enemies head while they follow you with an arc of fire. They kill you dead. 🙂

    2. The shields are nice as well, giving the skeletons more of a chance for life, although not much more…;)

    3. The 4 player(haven’t tested it yet) seems very nice, and the fact that you can now edit the control scheme is very nice.

    4. Selectable delivery points are useful and very cool. Same about the delivery queing system.

    5. The AI robots now have A BRAIN!!!!! I can actually win now! There is an objective!

    6. Even though it isn’t there yet, now there is a Campaign mode button! Now there’s something to look forward to.

    1. The enemies still dig down to the brain (the smarter AI seems to have actually made them do so faster).

    2. As has been mentioned, the Ai doesn’t protect its own base. It seems to me, though, that with the Sentry, Patrol, Attack, and Gold Dig behaviors to be implemented, this will be at least mostly fixed in the next build?

    3. The rocket AI shredding the people it just dropped for you is a problem. Perhapse it could be given some extra sensors to heep it from pointing thrusters at teammates? With this, the ships could at least be made to not take off unless its allied actors were out of the way first.

    4. Now that the AI actively tries to kill you, perhapse the amount of money each pixel of gold gives you should be more? It may not be necessary, but I do notice that I get poor much quicker than before.

    5. Setting up controls for my USB-connected Dualshock 2 (PS2) still doesn’t work, or rather it does until I press R1 to fire in-game(my setting). then the game exits to the title screen.

    Still, this is 150% compared to build 11! The upgrades are very nice, so keep up the good work! Thanks!

  25. FinDude - # February 17th, 2007 at 1:04 pm

    Agreed, I have 3 suggestions:
    “Skeletons shouldn’t die from losing their head but from losing hands and feet (or torso :p”
    “Accuracy should be reduced when takin’ damage,
    many times died from shooting a clip of smg into some robot and then it has shot back, thus killin’ me”
    “Well, no third, ths game is sooo megasuperultraüberownz0rz!!!”

  26. Giant.Metal.Idiot - # February 17th, 2007 at 5:27 pm

    Mah ideas:

    Firstly: Maybe Data could add Lua scripting further on? Imagine the possibilites, you could create entire new game modes!

    Secondly: Mutatators, fans of Unreal will know what these are, but for those of you who don’t, mutators are script files that you can load into the game to “mutate” (hence the name) the gameplay, say you wanted two players fighting one other player, in order to make it fair, you could create a mutator so that the lone player would start with double gold and double brain health.

    Thirdly: Turrets, my idea is that you could have a “turret deployer” thrown weapon, but instead of throwing it far, you would just plant it into the ground, and a few seconds later, an AI controlled turret would appear.

  27. Batesman - # February 17th, 2007 at 5:39 pm

    Guys I was just sitting here reading comments when I had an idea.

    Data Could Add Zombies, And when you shoot their body parts, they don’t die until they’ve all been blown off!!!!

    Anybody agree? Please reply to me!!!

  28. Fat Zombie - # February 18th, 2007 at 5:17 am

    Played this a bit more and Data, I’m loving the mouse-control. There’s a bit of a problem with it, though; when you’re walking around, or flying, it can be disorientating to suddenly turn around or enter sharp aiming mode. Perhaps an aiming reticule, or at least a dot, showing where the cursor is at the moment would help combat that?

    Apart from that, this is a very good build, and i’m looking forward to those new features you mentioned.

  29. robburdon - # February 18th, 2007 at 10:51 am

    nah. mine still does instant win lose.

  30. makeshifter - # February 18th, 2007 at 1:45 pm

    either im blind or this is missing a mode where you dont have to fight the computer like regular brain vs brain in all the skirmish battles you fight the computer how about one without.

  31. zed - # February 18th, 2007 at 11:20 pm

    mouse aiming it a little buggy, it seems to jump from aiming to the side to aiming staight down far to quickly, which make firing down hills and digging diagonal tunnels far too hard

  32. zed - # February 18th, 2007 at 11:21 pm

    mouse aiming it a little buggy, it seems to jump from aiming to the side to aiming staight down far to quickly, which make firing down hills and digging diagonal tunnels far too hard,

    and I would really like to be able to bind sharp aim to one of the extra buttons on my mouse

  33. Invertin - # February 19th, 2007 at 2:35 am

    @Makeshifter: Click on skirmish, 2player, then click on the red heart next to player2, then play and it’ll be 2player without any bots.

  34. qwerty - # February 22nd, 2007 at 5:50 pm

    I’d just like to say Kudos to a great test build and extremely large improvement over the last one. Great work Data.

    Being able to choose where you want to drop stuff off is a big help too.

    The only problem I’ve had so far is that when playing 2 people, one on the mouse and one on the keyboard, The keyboard fire key overrides the mouse fire key.

    The problem has gotten worse and worse so if anyone knows how to fix it please PM me

  35. Jopie - # February 27th, 2007 at 3:48 pm

    Great build! The AI is much harder(and thats great)! The only problem I saw was when I was reloading. When I reload, the arm of the character flips. And it’s also too bad that the delivering time is a lot higher. But it’s GREAT! 😀

  36. Mr. Method - # March 3rd, 2007 at 5:21 pm

    Yo where can i get mods and how do i use them. plz tell me cuz i really love this game. although i did notice that this game lacks both a usas 12 and a steyr aug. oh well.

  37. Az_440 - # March 7th, 2007 at 6:59 am

    Great build Data! Keep up the good work. Cant wait till the next build.

  38. Zack - # March 15th, 2007 at 3:57 pm

    DAMN!!!!!!!!this game rocks my socks it so good i love it but when is test build 14 gana come out and how do i get charactor mods for the game????? ^_^ :]

  39. Zack - # March 17th, 2007 at 12:46 pm

    hello data eny 1 r u there?????????

  40. Zack - # March 17th, 2007 at 12:55 pm

    there is 1 problem iv been having it get on my nerves when i try to get some thin when 2 or more bodys intersept they loose health or die it alwayes happens 2 me when i want to pick up a wepon on the other sid of a guy so plz fix it data

    cortex command gamer

  41. Zack - # March 17th, 2007 at 9:49 pm

    C:\Documents and Settings\Owner\Application Data\Yahoo!\Mail\attach\Cortex Command D.S
    if this works as a link look at it its a idea for data if this works sa a link

  42. Zack - # March 17th, 2007 at 10:36 pm yo data take a look at a drop ship idea

  43. Monster_94 - # April 8th, 2007 at 12:41 pm

    Why did they do the full Version of cortex command!!!!!???