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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. 1.20 (BC D-Fenz, Dual-Wield)
Nope. It's all interconnected; everything must work.


Sat Jul 14, 2012 5:19 am
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Joined: Sat Jul 14, 2012 2:59 pm
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
I'm encountering the problem that as soon as a battle for a new site of gold begins, the orbital bombardment insta-kills my brain.
I'm only able to take over sites if I'm the only one who attacks the site. This, no offense, makes me prefer the original game over this mod.
Anything else, the pathfinding, the improved movement on the ground and everything else, is really really well done.


Sat Jul 14, 2012 3:04 pm
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Joined: Mon Jun 18, 2012 10:17 pm
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Is it possible for me to use the weapon assets and new items/characters without the AI and movement update?

For example, I love the browncoat turrets and new tank bots etc, but I love the old CC feel.


Sat Jul 14, 2012 10:12 pm
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Joined: Wed Jul 20, 2011 10:45 pm
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Read the post RIGHT ABOVE YOURS. Freaking newb. :x


Sun Jul 15, 2012 6:37 am
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Joined: Mon Jun 18, 2012 10:17 pm
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Asking to Make a separate mod for pathfinding =/= being able to use the new weapons and actors without the pathfinding. Reread my post idiot.


Sun Jul 15, 2012 4:00 pm
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Joined: Tue Jul 03, 2012 9:44 pm
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
I think he means that the stuff is only made to work in reloaded


Sun Jul 15, 2012 9:29 pm
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Joined: Fri Jul 13, 2012 9:54 am
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Your improved pathfinding and auto-assigned AI to player-spawned troops fixed what are imo the two biggest flaws of CC. I play this game for the twitch, not the micromanaging!

Unfortunately, it is impossible for me to play your mod. B27 causes some players to be unable to use the mouse, and for some reason your mod causes the "W" in the keyboard scheme to jump straight up. So I am unable to aim up without flying into space and dying.

But the walking and pathfinding... awesome!


Tue Jul 17, 2012 5:55 am
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Joined: Tue Jul 03, 2012 9:44 pm
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
MafiaPuppet wrote:
Your improved pathfinding and auto-assigned AI to player-spawned troops fixed what are imo the two biggest flaws of CC. I play this game for the twitch, not the micromanaging!

Unfortunately, it is impossible for me to play your mod. B27 causes some players to be unable to use the mouse, and for some reason your mod causes the "W" in the keyboard scheme to jump straight up. So I am unable to aim up without flying into space and dying.

But the walking and pathfinding... awesome!
But W is supposed to make you jump or jetpack..

EDIT: Do you mean that the jetpacks fly straight up if so i get what you mean. Also just set the aim up button to ^


Wed Jul 18, 2012 1:24 am
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Joined: Fri Jul 13, 2012 9:54 am
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Um, if W is supposed to make you jump, how do YOU look up with the keyboard?

ASFIK the binding is

Move left = A
Move right = D
Look up = W
Look down= S
Fire = H
Aim = J
Pie = K
Jump = L
Duck = .
PRevious Actor = Q
NExt Actor = E


Wed Jul 18, 2012 2:07 am
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Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
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Location: Constant motion
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
This mod isn't compatible with keyboard-only controls yet, currently it only works for mouse+keyboard.


Wed Jul 18, 2012 1:56 pm
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Joined: Tue Jul 24, 2007 1:13 am
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Location: eating sock's face like a cupcake
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
for some reason the jetpacks on the browncoats are seriously ♥♥♥♥ up.


the jet comes out behind the base of their skull and the pack itself is placed so it looks like it's hanging off the trooper's ass.


i'm talking about the standard browncoat, the heavy is just fine.


man the browncoats are kinda broken. the rifle that shoots incendiary bullets blows itself up.


Fri Jul 20, 2012 4:36 am
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
NeoSeeker wrote:
for some reason the jetpacks on the browncoats are seriously ♥♥♥♥ up.


the jet comes out behind the base of their skull and the pack itself is placed so it looks like it's hanging off the trooper's ass.


i'm talking about the standard browncoat, the heavy is just fine.


man the browncoats are kinda broken. the rifle that shoots incendiary bullets blows itself up.




LOL, Ok now I'm considering trying this mod just to see this "jetpack assed, thruster head browncoat with self destructing rifle" your talking about. xD

Look I Made a tune for it, ^"Jetpack assed with a thruster on its head, maybe better off if it was dead. With a rifle in its hand it has nothing to fear, but then (Explosion) Oh flipping dear."^


Fri Jul 20, 2012 5:07 am
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Joined: Fri Feb 17, 2012 3:46 am
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
this mod is not working for me, i got a fresh install and it refused to work. the weirdest part is that it gets to the ending of the loading screen but when its supposed to show the DATA REALMS banner it crashed.


Sun Jul 22, 2012 1:32 am
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Joined: Fri Dec 30, 2011 3:33 am
Posts: 276
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Code:
B27 causes some players to be unable to use the mouse, and for some reason your mod causes the "W" in the keyboard scheme to jump straight up. So I am unable to aim up without flying into space and dying.
Hmm. I don't suppose that you can bind different keys to look up / jump? Sorry about that; I designed it with mouse / keyboard in mind, literally haven't a clue about how the other control schemes work. I'll see if there is some sort of kludge I can write to get around it.

Quote:
Is it possible for me to use the weapon assets and new items/characters without the AI and movement update?

For example, I love the browncoat turrets and new tank bots etc, but I love the old CC feel.
For various reasons, technical / game-design issues being the foremost (i.e., you literally can't just drop this stuff into stock CC and have it be remotely balanced, characters would require many technical changes, etc.) plus the fact that the unique art helps get people to beta-test and make the mod better by reporting bugs, balance issues and point out what's still wrong, I'm going to have to say "no" for now.

Quote:
for some reason the jetpacks on the browncoats are seriously ♥♥♥♥ up.
I'll fix that as soon as I get a chance to look at the code tonight; I'm sure it's just an offset screwup :-) I really don't know what you're talking about with self-destructing rifles; which one in particular is causing issues?

Quote:
this mod is not working for me, i got a fresh install and it refused to work. the weirdest part is that it gets to the ending of the loading screen but when its supposed to show the DATA REALMS banner it crashed.
If you're not a Mac / Linux player, then it should work, provided you downloaded the latest point-release build on the Data Realms Licensing website, like the instructions tell you to.


Sun Jul 22, 2012 3:56 pm
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Joined: Mon Apr 09, 2012 7:44 am
Posts: 80
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Post Re: Cortex Command: Reloaded v. 1.20 (BC D-Fenz, Dual-Wield)
Well...

I cant play Metagame with this.

Its just really, to damn buggy at this stage, most of my Coalalation weapons dont do any damage to the brain, some of the weapons seem OP from playing some activities, the actors that can jump (with no jetpacks) seem to just float about.

I see a metric ♥♥♥♥ ton of potential in this, and im not exaggerating at all, FOR SERIOUS FAICE, but with regular bug fixes i think this could reach Data teir.


Sun Jul 22, 2012 5:19 pm
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