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 Cortex Command Online - Download Now! 
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Post Re: Cortex Command Online - Download Now!
Enforcer wrote:
Even if this is working potential, I don't see why people were saying this is outright impossible in the first place; of course it was possible in one way or another, so good work Zalo.

The caveat is, full CC is still impossible at the moment. This, which is a toned down version without all the pixel physics on terrain transferred, was possible but discarded as being not cool enough (since again it gets rid of the terrain physics).
Sorry to hear about your illness man, good luck to you in fighting it off.


Mon Sep 13, 2010 2:03 pm
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Post Re: Cortex Command Online - Download Now!
Duh102 wrote:
Enforcer wrote:
Even if this is working potential, I don't see why people were saying this is outright impossible in the first place; of course it was possible in one way or another, so good work Zalo.

The caveat is, full CC is still impossible at the moment. This, which is a toned down version without all the pixel physics on terrain transferred, was possible but discarded as being not cool enough (since again it gets rid of the terrain physics).


Thanks for the information, but hopefully this gets progressed enough to incorporate that terrain physics into a working netcode.

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Sorry to hear about your illness man, good luck to you in fighting it off.


And thanks, hopefully I can. :-(

I'm a bit annoyed because I was hoping to get that CC multiplayer method finished off in order to enjoy it.


Mon Sep 13, 2010 2:13 pm
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Post Re: Cortex Command Online - Download Now!
PhantomAGN wrote:
Joking... then this blood sacrifice and burnt offering aren't needed?
Damn.

Hahahaha :grin:

User was warned for this post - off topic, no content - p3lb0x


Mon Sep 13, 2010 2:50 pm
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Just to add/clarify my understanding of this; so the only thing wrong with it is the lack of terrain physics? And everything else works fine?

Even though that's still a disappointment that that doesn't work, my tettaia dusts map is still navigatable enough to be played without destroying the terrain, and increasingly large enough to constantly have things to do (minus the particle physics, obviously). It was originally designed for multiplayer accommodation in mind and now is 20480 pixels wide and about 3700 pixels deep.

I'm sure that would be good for this if that's the case.


Mon Sep 13, 2010 8:02 pm
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Desyncs are a pretty bad problem, so to combat this the guns and gibs of the actors are specially tailored to reduce the chances of that happening. For instance, guns hit instantly (or very close to instantly), and actors simply disappear instead of explode into gibs. Grenade launchers and the like explosive weapons are not present, and if they were it would likely be an instant-damage in a radius, or somesuch.


Mon Sep 13, 2010 9:10 pm
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Duh102 wrote:
Desyncs are a pretty bad problem, so to combat this the guns and gibs of the actors are specially tailored to reduce the chances of that happening...

Are? More like should be.
But no, people want features, such as gibbing. They don't care if they die randomly because of de-syncs, or so it seems...


Mon Sep 13, 2010 9:14 pm
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Well, in the original version. At least I thought so, and in DXP's version he readded gibs, or something like that.


Mon Sep 13, 2010 9:20 pm
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Well, I'm not sure I'm 'too' bothered about some of those things such as corpses disappearing, allthough it is a shame that some weapons are cut and that bullets hit instantly.


Mon Sep 13, 2010 9:20 pm
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Post Re: Cortex Command Online - Download Now!
There is only one weapon, currently, and adding more will be extremely hard. Terrain of any kind is not in any way viable, and ping is a huge problem. Essentially what we're playing is a buggier version of Soldat with slightly more flowing physics. While it's cool, it can't develop much beyond where it is right now, aside from adding in some primitive types of explosives with a damage radius and fixing bugs.


Mon Sep 13, 2010 11:08 pm
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Post Re: Cortex Command Online - Download Now!
That's not entirely true.

You see, pretty much any weapon will work, it just may not look correct due to
desyncs (nobody lives in the freaking US), and diff. computers making diff. calculations.
But if you die on one computer, you die on the other regardless of whether or not any weapon was fired.

And terrain could be done where you'd scan the terrain using a CaveCricket minimap type method that would
get a low res version, and then you'd send it over for newly joined clients. The terrain after that would be client-side.

What could take me forever to create would be ships and other things.


Tue Sep 14, 2010 3:12 am
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Post Re: Cortex Command Online - Download Now!
zalo wrote:
That's not entirely true.

You see, pretty much any weapon will work, it just may not look correct due to
desyncs (nobody lives in the freaking US), and diff. computers making diff. calculations.
But if you die on one computer, you die on the other regardless of whether or not any weapon was fired.

And terrain could be done where you'd scan the terrain using a CaveCricket minimap type method that would
get a low res version, and then you'd send it over for newly joined clients. The terrain after that would be client-side.

What could take me forever to create would be ships and other things.


If the weapon thing is true, would it be too much to ask to make one side coalition and the other, like let's say, dummies?


Tue Sep 14, 2010 3:21 am
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The problem with terrain is that you can't detect terrain color, so you'd just have a colorless blob of one material.


Tue Sep 14, 2010 5:46 am
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http://drlwiki.thebunny.info/wiki/index ... TerrMatter
Would lag like a ♥♥♥♥ though.


Tue Sep 14, 2010 6:08 am
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Well, okay, that can give you multiple materials, but it's still going to be one color per material (e.g. flesh = red, metal = grey) with no texturing otherwise. And yeah, it would be laggy.


Tue Sep 14, 2010 6:10 am
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You could construct a massive (or not so massive, depending on map size) array of MOPixels, change their colour slightly and settle that, but it does only net you noise rather than texture. Unleeeeesss you used that bmptoarray thang for the terrain textures.
It'd still have a fairly rubbish end product though.


Tue Sep 14, 2010 6:17 am
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