View unanswered posts | View active topics It is currently Wed Dec 25, 2024 6:13 pm



Reply to topic  [ 127 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9
 Cortex command 1.0 Bug Reports (OP updated 30.09) 
Author Message
User avatar

Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
Reply with quote
Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Yeah, that's the seam bug. That invisible line is the joint where the map wraps around and joins up. 'Tis a well known bug and Data knows of it.


Mon Dec 09, 2013 2:50 am
Profile
User avatar

Joined: Sun May 16, 2010 3:04 am
Posts: 52
Reply with quote
Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Am I alone in thinking that soldiers shouldn't sink into the ground like it's quicksand simply because they're "Heavy" soldiers and have 2 weapons?

I thought this was a bug back in b23...and I still think it's a bug today.

I literally have to LINE the floors of my base with metal blocks from the "Base Bits" category so my actors won't erode the CEMENT just by walking on it.

-----------
I understand the whole, "Yay for physics!" argument that increasing the ground strength would somehow negatively impact gameplay, but this is ridiculous.

I think the only things that should alter the ground are:
-truly HEAVY things (like mechs, dropships, and rockets)
-bullets
-explosions
-diggers
-that's it
-----------
I never could understand why someone thinks it's a good idea for a regular person/dummy/soldier to be able to destroy the ground simply by stepping.climbing on it.

Why can't/hasn't this been fixed yet?!


Mon Apr 21, 2014 6:22 am
Profile
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Sounds like your game simulation is running slowly, am I correct?

I am not getting this myself, but if you'd provide some perf stats and examples it would be easier to check into.


Mon Apr 21, 2014 12:00 pm
Profile

Joined: Sun Apr 12, 2009 10:31 am
Posts: 71
Reply with quote
Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Not sure if it's the seam, but bullets sometimes don't hit actors when shot over longer ranges, at all, particularly evident with flat maps and sniper weapons.


Tue Apr 22, 2014 9:01 pm
Profile
User avatar

Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
Reply with quote
Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Lizardheim wrote:
All MOPixels have two new ini-properies: MinLethalRange and MaxLethalRange. These are float values [0..infinity] for making pixels lose sharpness over range (for shotguns etc.) MOPixels from guns lose sharpness after travelling ~(SharpAim+ScreenWidth/2)*Random(MinLethalRange, MaxLethalRange) Other MOPixels e.g. gibs lose sharpness after travelling ScreenWidth*Random(MinLethalRange, MaxLethalRange). Default is 1.0 for both values.

As of B30, I think. Post B30 bug reports here instead.


Tue Apr 22, 2014 9:09 pm
Profile
User avatar

Joined: Thu Aug 02, 2012 9:45 am
Posts: 27
Reply with quote
Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Secondary click does not work on OS X.


Thu Jul 17, 2014 2:11 pm
Profile
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
I guess this may be unpinned.


Mon Mar 30, 2015 9:23 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 127 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.063s | 14 Queries | GZIP : Off ]