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 Cortex Command: Reloaded v. 1.25 OPEN SOURCE 
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Joined: Fri Dec 30, 2011 3:33 am
Posts: 276
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Post Re: Cortex Command: Reloaded v. 1.14
I want people to know that things are getting done, is all; using the Edit button means that it's not as obviously active, and heck, half the posts are release notifications and none of it's even vaguely spam or <bump>.

I think that's OK; when it's a little closer to finished, I'm sure I'll post a lot less, but right now I'm in the release-early-release-often cycle I prefer :-)

As for whatever DRL's doing to Imperatus, I'll look at it when 1.0's delivered and cut stuff then if I feel it's necessary :-)


Wed Jul 04, 2012 10:22 pm
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Joined: Fri Sep 10, 2010 1:48 am
Posts: 666
Location: Halifax, Canada
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Post Re: Cortex Command: Reloaded v. 1.14
Well you can always delete the post and make a new one with the edit stuck in. Though it'll result in some very long posts eventually.


Wed Jul 04, 2012 10:27 pm
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Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
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Post Re: Cortex Command: Reloaded v. 1.14
It's not 'long' until you have to start putting the changelists in spoilers! :twisted:


Wed Jul 04, 2012 10:36 pm
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Joined: Fri Sep 10, 2010 1:48 am
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Location: Halifax, Canada
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Post Re: Cortex Command: Reloaded v. 1.14
Haha that's true, and yet I still read yours through fully, though sometimes in a few sittings :D
But I fear we're venturing into the realm of off topic here.


Wed Jul 04, 2012 11:43 pm
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Joined: Wed Jul 04, 2012 4:14 pm
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Post Re: Cortex Command: Reloaded v. 1.14
Any help guys? I deactivated all of my mods and installed Reloaded for B27. I bought the game 2 days ago so it shouldn't be the problem, but I keep crashing on missions.rte when I load.


Thu Jul 05, 2012 5:32 am
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Joined: Wed Jul 04, 2012 4:14 pm
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Post Re: Cortex Command: Reloaded v. 1.14
Don't mind me, but I figured out my problem huehuehue. Seems like the version mailed to you when you buy it off the official site isn't exactly "latest" either.


Thu Jul 05, 2012 5:43 am
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Joined: Tue Jun 26, 2012 9:37 pm
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Post Re: Cortex Command: Reloaded v. 1.14
Arcalane wrote:
I like how most of that page is your posts. Would it kill you to use the edit button more?


It's easier to follow the news with a new post, and as he posts update to his (beloved) mod, i guess it's the right think to do.


Thu Jul 05, 2012 9:23 am
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Joined: Wed Aug 04, 2010 2:31 pm
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Post Re: Cortex Command: Reloaded v. 1.14
Wheres the changelog, i have 1.13, dont know why i should download 1.14


Thu Jul 05, 2012 12:47 pm
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Joined: Wed Jul 04, 2012 4:14 pm
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Post Re: Cortex Command: Reloaded v. 1.14
Another error with my mods with the latest version from licensing.


Thu Jul 05, 2012 2:51 pm
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Joined: Fri Dec 30, 2011 3:33 am
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Post Re: Cortex Command: Reloaded v. 1.14
Quote:
dont know why i should download 1.14
Quote:
...you can drop weapons and pick them back up again, or pick up enemy guns, but your guns aren't magic bullet shields.

I also fixed a bug in the auto-reload code affecting weapons with magazines of infinite size.

I've also fixed some minor offset stuff on the Imperatus guns, did a few little pixel improvements here and there and have added the Sniper / Engineer custom heads.
Basically, some new content and a better bug-fix for the drop-able weapons issues :-)

@gossip5:

I just checked my build over here and double-checked that a fresh clean install works, and it does. So, keep to the order as described in the OP: a fresh install of the mod over the top of the latest B27 should have replaced all references to "culled clones", which is what causes that error.

Sorry that the installation's so tricky; I'd deploy a real installer for this but it'd currently break DRL's EULA, since it requires that CC be updated to an unofficial, "leaked" installer and such ;)

As for what's going to be in 1.0... we'll cross that bridge when it arrives, if I'm still working on this then :-)

I honestly think that CC needs one more serious beta that addresses a lot of the issues the mod's fixing.

In particular, the way that characters interact with terrain needs a lot of attention, jetpack angles should not use a fixed angle that practically guarantees that the AI can't use them efficiently, somebody needs to look at playability issues from the newbie standpoint, every single gun must be made into an efficient killing tool even if that means costs go way up, etc., etc.

CC's been a toy for a very long time (per Will Wright's definition), but Metafight means that it needs to become an actual game, and to get there, it requires pretty fundamental changes, imo :-)


Thu Jul 05, 2012 4:11 pm
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Joined: Wed Jul 04, 2012 4:14 pm
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Post Re: Cortex Command: Reloaded v. 1.14
xenoargh wrote:
Quote:
dont know why i should download 1.14
Quote:
...you can drop weapons and pick them back up again, or pick up enemy guns, but your guns aren't magic bullet shields.

I also fixed a bug in the auto-reload code affecting weapons with magazines of infinite size.

I've also fixed some minor offset stuff on the Imperatus guns, did a few little pixel improvements here and there and have added the Sniper / Engineer custom heads.
Basically, some new content and a better bug-fix for the drop-able weapons issues :-)

@gossip5:

I just checked my build over here and double-checked that a fresh clean install works, and it does. So, keep to the order as described in the OP: a fresh install of the mod over the top of the latest B27 should have replaced all references to "culled clones", which is what causes that error.

Sorry that the installation's so tricky; I'd deploy a real installer for this but it'd currently break DRL's EULA, since it requires that CC be updated to an unofficial, "leaked" installer and such ;)

As for what's going to be in 1.0... we'll cross that bridge when it arrives, if I'm still working on this then :-)

I honestly think that CC needs one more serious beta that addresses a lot of the issues the mod's fixing.

In particular, the way that characters interact with terrain needs a lot of attention, jetpack angles should not use a fixed angle that practically guarantees that the AI can't use them efficiently, somebody needs to look at playability issues from the newbie standpoint, every single gun must be made into an efficient killing tool even if that means costs go way up, etc., etc.

CC's been a toy for a very long time (per Will Wright's definition), but Metafight means that it needs to become an actual game, and to get there, it requires pretty fundamental changes, imo :-)

I got it to load farther now that I installed reloaded on a FRESH FRESH non-backup version of my game and all of my mods, but when it gets to unitech.rte, it crashes with no error. Just "application is not responding" error thing. Ugh, must play this mod with other mods....


Thu Jul 05, 2012 5:04 pm
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Joined: Fri Dec 30, 2011 3:33 am
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Post Re: Cortex Command: Reloaded v. 1.14
I'll take a quick look at that.

<looks>

Delete the /Activities folder from Unitech, and delete both of the lines in the main index.ini referring to /Activities. Unitech must come with a mission that refers to the Culled Clones or some other Base dependency that doesn't exist any more.

Sorry, backwards compatibility with existing mods is kind of low on my priority list atm, so caveat emptor and have fun watching Unitech get its butt kicked in Metafight :-)


Thu Jul 05, 2012 5:19 pm
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Joined: Wed Jul 04, 2012 4:14 pm
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Post Re: Cortex Command: Reloaded v. 1.14
xenoargh wrote:
I'll take a quick look at that.

<looks>

Delete the /Activities folder from Unitech, and delete both of the lines in the main index.ini referring to /Activities. Unitech must come with a mission that refers to the Culled Clones or some other Base dependency that doesn't exist any more.

Sorry, backwards compatibility with existing mods is kind of low on my priority list atm, so caveat emptor and have fun watching Unitech get its butt kicked in Metafight :-)

Alright! After a few lines of editing myself, I finally got cortex to run with the top of the line mods including yours. MUST. RUN. NORMALLY. AND. SHOOT.
Time to back up my cortex directory. A lot. And have backups of my backups.


Thu Jul 05, 2012 5:32 pm
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Joined: Fri Dec 30, 2011 3:33 am
Posts: 276
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Post Re: Cortex Command: Reloaded v. 1.14
They run and shoot over here.

I wasn't kidding about "full conversion". maybe try it without all the mods first, preferably playing Metafight, which is what it's designed for; then you'll have a different baseline to talk about :-)


Thu Jul 05, 2012 5:56 pm
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Joined: Fri Dec 30, 2011 3:33 am
Posts: 276
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Post Re: Cortex Command: Reloaded v. 1.14
Image
Mia, Sandra, Imperatus Combat Robot, Viper (the new Ronin brain, whose powers I'll let you discover in the next point release).

Many thanks to Contrary for the Pirate girl sprites, which I used as the basis for the edits to the Ronin females :-)

I also made the "orbital strike" bombs more effective, prettier, and lag less. I'll get the next release out as soon as I can :-)


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Thu Jul 05, 2012 9:45 pm
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