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Cybernetic
Joined: Wed Aug 04, 2010 2:31 pm Posts: 216
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Re: Build 26
Whats wrong with you people! (non serious tone), i went through this entire post and no one seems to have noticed which for me was the biggest update, the physics improvement! You no longer fall away into the ground when walking, killing units are easier making the weapons feel more respectable and bunkers are near undiggable together with many other additions such as no more empty shell piles and destroyed ships now pile up beter and dont sink into the ground. So basically Cortex Commands physics engine has finaly reached its perfection phase, the game actualy feels like a game and no longer like a simulation of a painful struggle from grass hill to grass hill (not to mention jet pack perfection), something worth celebrating if i was in the dev team. gud luck guys.
Last edited by Cybernetic on Sun Oct 02, 2011 8:52 pm, edited 2 times in total.
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Sun Oct 02, 2011 8:43 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Build 26
Yeah, except those are only side effects of better optimization. CC didn't run that bad for everyone pre-B26, but I'm glad to hear it's better for some.
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Sun Oct 02, 2011 8:46 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Build 26
Cybernetic wrote: bunkers are near undiggable Actually, that is one of the best improvements I've noticed recently while testing a nuke.
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Sun Oct 02, 2011 8:50 pm |
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Cybernetic
Joined: Wed Aug 04, 2010 2:31 pm Posts: 216
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Re: Build 26
What was left after the nuke? Oh and either way i think it generaly good to see the physics engine reaching the point of its beta stage where more content development can occure, as it has the past two builds, yet i personally long for the actual cortex command world, the factions, the planet, the brain concept. Things i assume will eventualy take shape once people and the team are happy with the meta game(build 27-28), the perfection of current content (build 26-27) and proms ideas together with the rest of the team is dared on. But i may have something up my sleeve for that...
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Sun Oct 02, 2011 9:07 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Build 26
After the nuke there wasn't much change at all. It had a lot of grenade fragments at over 300 m/s, still, it didn't do a huge hole.
Now I added like 3 times more particles and made a custom one which is heavier, now it rapes like a nuke.
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Sun Oct 02, 2011 9:10 pm |
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Mirefrost00
Joined: Sun Feb 15, 2009 4:59 pm Posts: 52
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Re: Build 26
Data wrote: The linux build 26 is still in the works Ah, glad I read the whole thread before posting. Thanks for addressing that. Still, must rehash: Thanks to all who have brought us B26, and are working on the Linux update. Lost my Windows PC to a hdd crash last Christmas (the irony...), and have sorely missed this game on my [FREE_IS_GOOD] Kubuntu machine. It's an old tower, so Wine drowns it easily. Keep up the fantastic work!
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Mon Oct 03, 2011 6:21 pm |
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Azakan
Joined: Mon Jan 25, 2010 7:43 pm Posts: 572 Location: Joined: Thu Jun 11, 2009 8:28 pm
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Re: Build 26
I don't know but this seems to be veeery sluggish on my rig:
i7 x980 3.33ghz hexacore 6gb ram win 7
I tried a skirmish battle (in 800x600) and it slowed down and crashed after some 10min.
But I think I read some where that preformance was being worked on for the next build, so I guess that's ok!
Edit: Dat errorz
--------------------------- Microsoft Visual C++ Runtime Library --------------------------- Runtime Error!
Program: D:\Spel\Cortex Command\Cortex Command.exe
This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information.
--------------------------- OK ---------------------------
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Thu Oct 06, 2011 6:32 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Build 26
A little message for Data, whether he reads it or not:
For the next build, can you please release an "engine-only" version? One that does not require any vanilla content, so that we can use it for big overhauls? I feel like I'm always being limited by what is in vanilla that I can't properly overhaul it myself. The RTE is a fabulous engine, now I'd love to be able to make it my own.
Regards, Roast.
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Fri Oct 07, 2011 1:12 pm |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Build 26
salt_1219 wrote: Stupid question here, which build will be the final? i'm going to take a guess at Build 100. But Personally i think Data Should Added Something like what minecraft has An Auto Updater. Edit - Post out of Date.
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Fri Oct 07, 2011 2:10 pm |
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Rook_PL
Joined: Mon Sep 21, 2009 9:52 am Posts: 24
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Re: Build 26
B26 is great and all, but why rockets do not obey the "stay" order in this version? Is there any way to fix this?
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Fri Oct 14, 2011 3:55 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Build 26
Roast Veg wrote: A little message for Data, whether he reads it or not:
For the next build, can you please release an "engine-only" version? One that does not require any vanilla content, so that we can use it for big overhauls? I feel like I'm always being limited by what is in vanilla that I can't properly overhaul it myself. The RTE is a fabulous engine, now I'd love to be able to make it my own.
Regards, Roast. What stops you from deleting everything except Base.rte, modifying Base.rte however you want and release it? Edit: Or was releasing parts Base.rte against the rules?
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Fri Oct 14, 2011 7:18 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Build 26
No rules against it, roast is just lazy.
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Fri Oct 14, 2011 7:28 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Build 26
The engine actually relies on some of the data outside of Base.rte, if I remember correctly. So, if you try to strip them away, the game will fail to load.
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Fri Oct 14, 2011 8:29 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Build 26
Isn't that just missions.rte?
Anyways, to test what it requires without deleting anything, just remove the .rte from the folders you're testing CC without.
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Fri Oct 14, 2011 9:14 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Build 26
The game requires every vanilla .rte (excluding whitebots) to have an index.ini, or it crashes. This is wasteful clutter when trying to overhaul, or you have to fiddle about getting your content into the same .rte folders, which limits you in ability somewhat.
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Sun Oct 16, 2011 8:08 pm |
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