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 Cortex Command Online Deathmatch - UPDATE - 12/19/10 
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Joined: Sat Oct 17, 2009 2:07 pm
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
YEAH
I've played on EU server... Console shows 5 frags for my team and 4 for opposite (then my opponent disconnected)
It works...


Sun Sep 12, 2010 10:11 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Mad Alex wrote:
YEAH
I've played on EU server... Console shows 5 frags for my team and 4 for opposite (then my opponent disconnected)
It works...

I crashed :-(


Sun Sep 12, 2010 10:14 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Good game. I've played against 2 guys, I was on right side, frags was about 16:9, I had 16, then one guy from left team disconnected, then my game crashed...


Sun Sep 12, 2010 10:55 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
I like how the server is so unstable but when you restart the level [Ctr+R] it doesn't crash and its so funny.


Sun Sep 12, 2010 11:22 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
URGH I hate teamkillers....


Sun Sep 12, 2010 11:26 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Im getting a error everytime I try to join.
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Sun Sep 12, 2010 11:48 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
caekdaemon wrote:
Im getting a error everytime I try to join.
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server is off-line


Sun Sep 12, 2010 12:11 pm
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Someone just needs to make a program now like the Mod-manager for connecting to servers, checking their online-ness, and maybe hosting. A Server-manager if you will.

... well I guess it's not a necessity but people are lazy and dumb.

Also, is there a server anywhere near New Zealand atm?


Sun Sep 12, 2010 1:24 pm
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
So cool that there still is destructible terrain. Last time I played, me and my teammate, using laser guns, dug hole in concrete.
Zalo is really good master :grin:

I think that in-game console chat could be implemented.


Sun Sep 12, 2010 1:27 pm
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Mad Alex wrote:
So cool that there still is destructible terrain. Last time I played, me and my teammate, using laser guns, dug hole in concrete.

Pretty sure it's all client-side though, so you could potentially have desyncs.


Sun Sep 12, 2010 2:23 pm
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
What? Seriously, What?! Is this truly ONLINE?! I need to check back on CC often! I feel like hyperventilating now and falling on the ground. :shock:


Sun Sep 12, 2010 2:27 pm
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
5 player madness :grin:
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and I joined as no team.
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Sun Sep 12, 2010 2:47 pm
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Duh102 wrote:
Pretty sure it's all client-side though, so you could potentially have desyncs.

Of course it is.
But most important that you can use destructible terrain, even not fully synced. For shooting through wall, for example.

Problem with big holes in walls: because of desyncronisation, when I dug the hole, and tried to go through, i gibbed violently :grin: every next try was same, but 2 times I get in the bunker without gibbing.


Sun Sep 12, 2010 3:29 pm
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
adasx10 wrote:
caekdaemon wrote:
Im getting a error everytime I try to join.
Image


Yeah I just got this too, I wish there was a way to know when it was up and when it was down, maybe have specific times or somthing?


Sun Sep 12, 2010 3:44 pm
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Geti wrote:
dragonxp wrote:
Adding devices on the map causes crashes, i took those out like 20 minutes after release.
Static inventory and send an byte indicating which "slot" you're using?


Sounds good, unfortunately, I cannot play with Lua just yet, i just changed up variables.


Sun Sep 12, 2010 5:13 pm
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