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 Cortex Command Online Deathmatch - UPDATE - 12/19/10 
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Joined: Mon Jun 28, 2010 10:06 pm
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
hey are there any servers up right now?


Mon Sep 13, 2010 3:04 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Crossover does not seem to install CC...
I'm too tired to figure it out now though.


Mon Sep 13, 2010 3:18 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Endorgan wrote:
Crossover does not seem to install CC...
I'm too tired to figure it out now though.


try Wine? maybe that will help.


Mon Sep 13, 2010 3:19 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Regarding dragonxp's Server (Grimston ver. 1.4), I noticed a few things:

-1st time I joined, it said I was a spectator, but I saw no one on the field. Weird.
-2nd time joining, successful connection. Seeing as no one was on at the time, I decided to kill myself, only to respawn with a Ronin-issue rifle instead of the laser rifle. Dropped it, and I end up with the laser rifle again.

And, on the note of Gibs: I prefer my actors extra-gory, so I say keep the gibs, but make them not hit by MOs; that should eliminate the problem of getting killed in a shower of gibs while respawning.


Mon Sep 13, 2010 4:20 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Good idea with the GetsHitByMOs = 0, that would probably work pretty well. Also, what if it made you spawn as a random Ronin guy? or when its Coalition, a random selection between the Light and Heavy, with different guns depending? Like if you're a heavy, you get a slow firing heavy gun, and lights get a quick firing small one?


Mon Sep 13, 2010 4:28 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
None of that would be that difficult. And it's entirely possible to have multiple weapons, however Zalo himself has said that other weapons don't work too well.


Mon Sep 13, 2010 4:38 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
zalo wrote:
I guess macs just can't do the online mod. Sorry. This whole thing was built on a foundation of hacks, so I'm not surprised.

Also, all those thing with gibbing for no reason, it's because someone killed you, but:
A. They're so laggy that their shot was from a while ago or

B. Since bullets are clientside, and dragonxp mucked with my
delicately balanced firing speed code, someone shot at you and
killed you on their comp and the bullets just didn't register on yours (you die anyway).


I didn't Muck, it still remains at 60 ROF.
Unless yo likes the non full super high ROF laser shotguns better.


Point.blank wrote:
Regarding dragonxp's Server (Grimston ver. 1.4), I noticed a few things:

-1st time I joined, it said I was a spectator, but I saw no one on the field. Weird.
-2nd time joining, successful connection. Seeing as no one was on at the time, I decided to kill myself, only to respawn with a Ronin-issue rifle instead of the laser rifle. Dropped it, and I end up with the laser rifle again.

And, on the note of Gibs: I prefer my actors extra-gory, so I say keep the gibs, but make them not hit by MOs; that should eliminate the problem of getting killed in a shower of gibs while respawning.


The above problems involve the hacky sparkle magic, being not fully refined has bugs like the first mentioned bug.
Also, I've never seen anyone, nor myself have the ronin issue rifle. [please check the name, as i change the sprites depending on the faction]
I'll look into the below problem. As for the gibs, I will probably either just reduce it to blood, or have blood and some Poof smoke and explosion effects.


Mon Sep 13, 2010 4:43 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
If you've modded Dimitri to automatically come with a ronin weapon that would explain it. Otherwise, I have no idea.


Also dragon there ARE some problems with your mod. You don't have a 'laser gun1', which I'm sure is there in Zalo's mod for a reason.


Mon Sep 13, 2010 4:56 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
dragonxp: Yes, the super high ROF was my temporary "Delicate balance" for firing always registering, because the timer for the ROF's of the guns will be desynchronized across clients, unless they are always able to fire.

And, also just remove all particles every frame east and west of the tower lines that I made (the ones that repel you), and this will put an end to spawn camping, and the gib-problem. (This one will be included in my next server version.)

By the way, I have not come up with a satisfying method to get laggy clients to be less laggy (besides kicking them automatically), so I don't think that problem will be fixed after all (in the next update at least).

MLC: Laser gun1 was a work around that would make it so you would have a slow rof gun, and the computers (the guys representing other people) would have high rof guns in an attempt to solve the synchronicity issue, but it didn't work out so well.

In terms of lag, and other things, I think Java was over-all a bad choice to program the server in. Too late to fix that now. :???:


Mon Sep 13, 2010 5:02 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Well, once you sort out the server, i need to know variables i can't change to prevent random crashes/gibbing.


Mon Sep 13, 2010 5:07 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
i got this error when i attempted to run the game.

ERROR: Could not find the requested scene area named: LZ Team 1
ERROR: Could not find the requested scene area named: Landing Zone
ERROR: Could not find the requested scene area named: LZ Team 2
ERROR: Online.rte/Online 2.lua:48: attempt to index global 'client' (a nil value)


Mon Sep 13, 2010 8:09 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
Reload it a few times, in that case, it's just the script being a gentleman.


surely you can sync velocities at each frame so there's not the whole jittery movement thing, zalo?


Mon Sep 13, 2010 10:17 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
kaboomarang wrote:
i got this error when i attempted to run the game.

ERROR: Could not find the requested scene area named: LZ Team 1
ERROR: Could not find the requested scene area named: Landing Zone
ERROR: Could not find the requested scene area named: LZ Team 2
ERROR: Online.rte/Online 2.lua:48: attempt to index global 'client' (a nil value)

The server you are attempting to connect to is offline.


Mon Sep 13, 2010 11:31 am
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
dragonxp wrote:
Also, I've never seen anyone, nor myself have the ronin issue rifle. [please check the name, as i change the sprites depending on the faction]

It still had the name 'Laser rifle', but it used the sprite of the Ronin's long rifle, with yellow trails instead of cyan. Besides aesthetics and firing sound, it functions just like the normal laser rifle. This only happened while I was playing while nobody else was connected/I did not connect, so that may also be a factor.


Mon Sep 13, 2010 12:24 pm
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Post Re: Cortex Command Online Deathmatch - UPDATE - 9/10/10
This thing is very glitchy but it's a great step forward into the world of multiplayer CC which is needed direly. I can't see myself getting bored of single player anytime soon thanks to the talent here on the forums, and I think I might start learning some stuff about modding etc. so I can help out where I can. :grin:


Mon Sep 13, 2010 2:28 pm
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