• Cortex Command V3: Man-seeking dropship parts
    1,446 replies, posted
I honestly think that "clear path to orbit" ruined the game for me. Is there anyway to remove it? I don't really care about the campaign and shit, I just like smashing different mods together and testing out guns and actors with the brains safely tucked away behind almost indestructible blocks. Also, dead-black fog of war, how do I get rid of that shit too?
[QUOTE=blazingfly;37950237]Also, dead-black fog of war, how do I get rid of that shit too?[/QUOTE] I posted it a few posts above you.. SceneMan:RevealUnseenBox(0, 0, SceneMan.SceneWidth, SceneMan.SceneHeight, 0)
[QUOTE=gaige333;37950337]I posted it a few posts above you.. SceneMan:RevealUnseenBox(0, 0, SceneMan.SceneWidth, SceneMan.SceneHeight, 0)[/QUOTE] Cool. And the clear path to orbit bullshit? [editline]7th October 2012[/editline] Also, what the fucking fuck, I put in two players for skirmish and it auto-includes one/two more? The only thing keeping this game going was that it was fun to dick around in, and now you don't even get that. Bullshit.
[QUOTE=GHOST!!!!;37948494]I said I don't know how to use console commands, not I don't know how to copy and paste.[/QUOTE] That's the thing. they're the same thing, I don't get how you don't already know this, it's like common knowledge for anybody who plays PC games. Press the ~ key, copy paste, bam, so much easier than Cheat Engine.
I played this in a friend's house, a campaign against the CPU. Once I got the first base, I already won. I had the money so I won buying a single soldier, going rambo with it and kiling the enemy brainbot. Saddly, the brainbot had called a ship, and when I killed it, it exploded and one of the ship's engines killed the soldier. RIP war hero, you will never be forgotten. After that, whenever the enemy tried to invade me, all I had to do was crashing an empty rocket on the brainbot when it landed. Let's save money so I can get this in a couple of months.
[QUOTE=blazingfly;37950237]I honestly think that "clear path to orbit" ruined the game for me. Is there anyway to remove it? I don't really care about the campaign and shit, I just like smashing different mods together and testing out guns and actors with the brains safely tucked away behind almost indestructible blocks. Also, dead-black fog of war, how do I get rid of that shit too?[/QUOTE]Well I can't answer your clear path to orbit question but there is this nifty [url=http://forums.datarealms.com/viewtopic.php?f=24&t=31427]firing range scene[/url] that you can use to to test out shit. Just make sure you don't set difficulty to medium or else it won't work.
[QUOTE=kamikaze470;37951210]Well I can't answer your clear path to orbit question but there is this nifty [url=http://forums.datarealms.com/viewtopic.php?f=24&t=31427]firing range scene[/url] that you can use to to test out shit. Just make sure you don't set difficulty to medium or else it won't work.[/QUOTE] Thanks for posting that, it'll be quite handy for me too.
[QUOTE=Bird;37951606]Had a similar experience with a Ronin soldier wielding a kar98 and a uzi. I lost count of the number of assaults he held of and brains he killed. Every time they attacked the planet he was stationed at I sent him to assassinate their brain. Sadly, during the later stages of the campaign he was dramatically killed by a pile of dead robots. His remaining limbs were buried by the first landing site, were he still rests to this day.[/QUOTE] That winner rating is going to you, being the Ronin soldiers last living family.
Yeah, as fun as it is to park a sniper overlooking where the enemy brain drops in, it'd be neat if they tried to, like, avoid that
[QUOTE=gaige333;37948734]It's been posted a few times before. Type this into the console, or copy and paste. ActivityMan:GetActivity():SetTeamFunds(5000000,0) And for shits and giggles, here's the command to reveal the map! SceneMan:RevealUnseenBox(0, 0, SceneMan.SceneWidth, SceneMan.SceneHeight, 0)[/QUOTE] I've only been here for like 2 - 3 pages, sorry.
A bit late, but just putting it out there, this game will probably [I]never[/I] have online multiplayer. It's been discussed in the community since forever, and basically due to all the physics being processed it wouldn't play comfortably at all, maybe if you had a direct fibre optic line from player to player.
Online multiplayer has been modded into the game before. It definitely is possible; if the physics is stable and repeatable to any degree you don't need to sync every frame, just let the client estimate what's happening from the other players key-presses and sync every few frames. You could get away pretty easily with just sending only the changes between players, no need to send every pixel, etc. Y'know, as a whole, the physics engine in this game disgusts me. It could be so much faster, even without GPU support. Like, at least sticking rendering and physics onto seperate threads. You could add quadtree collision checking so instead of checking every moving object versus every other, only do it between relevant closeby objects. It might already have this or some other similar system but honestly I've not seen much that indicates any optimisations have been done whatsoever.
Any really big mods that work with 1.0 at the moment? Only thing I see is Unitech, but I want more.
[QUOTE=Tea;37952186]A bit late, but just putting it out there, this game will probably [I]never[/I] have online multiplayer. It's been discussed in the community since forever, and basically due to all the physics being processed it wouldn't play comfortably at all, maybe if you had a direct fibre optic line from player to player.[/QUOTE] I remember seeing this same thing getting said about Halo: Custom Edition... They said Coop could never work over the internet... that was 8 years ago.
[QUOTE=The Best;37952510]Any really big mods that work with 1.0 at the moment? Only thing I see is Unitech, but I want more.[/QUOTE] Maximcorp or w/e works with 1.0. [url]http://forums.datarealms.com/viewtopic.php?f=61&t=17243[/url]
[QUOTE=The Best;37952510]Any really big mods that work with 1.0 at the moment? Only thing I see is Unitech, but I want more.[/QUOTE] MDC works. I only use it for the modules tho. [editline]7th October 2012[/editline] Also to fix that clear path to orbit thing download this mod and install anywhere.rte [url]http://forums.datarealms.com/viewtopic.php?f=61&t=31861[/url]
[QUOTE=The Best;37952510]Any really big mods that work with 1.0 at the moment? Only thing I see is Unitech, but I want more.[/QUOTE] The ones I have are MDC, Wehrmacht, The war to end all wars and UniTec.
When I uninstall off of steam do I still keep my mods? [editline]7th October 2012[/editline] my cortex command seems to be in zero-g [editline]7th October 2012[/editline] Does Data has a pet?
apparently data has pets. they all fire bullets however
[QUOTE=Roof;37948805]bought it im on a roll with buying things fuck yeah cant wait to try it[/QUOTE] game is simply fucking amazing i accidently played it for 7 hours fucking low life
That's no accident that's fuckin magic.
[QUOTE=The Best;37952510]Any really big mods that work with 1.0 at the moment? Only thing I see is Unitech, but I want more.[/QUOTE]RAZOR PSC 0.9 is comptaible with 1.0. [url]http://forums.datarealms.com/viewtopic.php?f=61&t=30705[/url] It's a nice mod, my personal favorite right after Loyalists and Wehrmacht.
Wehrmact is easily one of my favorite mods. So fun to use, and so effective too. If only they still had the tanks and shit. It would be really nice to see heavy mech units added to the factions. Not the usual walking turret guns, but instead something similar to the Unitec Outlaw or the thing from S.A.W. Like an ACTUAL mech. Vehicles would be awesome too, and not entirely impossible. The Chimera from Unitec works decently
[url=http://forums.datarealms.com/viewtopic.php?f=61&t=11062]Oh my god, Unitec has been updated for version 1.0[/url]
[QUOTE=Tommyx50;37952478]Online multiplayer has been modded into the game before. It definitely is possible; if the physics is stable and repeatable to any degree you don't need to sync every frame, just let the client estimate what's happening from the other players key-presses and sync every few frames. You could get away pretty easily with just sending only the changes between players, no need to send every pixel, etc. Y'know, as a whole, the physics engine in this game disgusts me. It could be so much faster, even without GPU support. Like, at least sticking rendering and physics onto seperate threads. You could add quadtree collision checking so instead of checking every moving object versus every other, only do it between relevant closeby objects. It might already have this or some other similar system but honestly I've not seen much that indicates any optimisations have been done whatsoever.[/QUOTE] But it's pretty much impossible that way, because the same thing doesn't always happen, so the two players will have different things happening.
That depends, really. It's possible to have frame-rate independent and stable physics that can give the same result repeatedly. Even if CC's physics is not, then the old concept of 'good enough' would do, as long as you still sync once every few frames and use the client physics simply to predict in advance. Edit: I mean, if you are seriously gonna believe we could get pretty much seamless multiplayer back in the days of the original Team Fortress, but are completely helpless here....
So I decided to try changing deltatime to 0.05 to see how it's be. I started up maginot defense and everything seemed to be fine, although units were digging into the dirt and concrete fairly easily, and when the bots finally got to the left entrance, and just started... [I]sinking[/I]... I also tried a couple of drop crates with large explosive payloads. One VANISHED, so I tried another one, which worked fine and made a nice explosion. Five minutes later, the payload of the first crate APPEARED RIGHT ABOVE MY BRAIN.
Come to think of it, is there any reason that they build brainbots with a complete lack of brain protection? Like, that seems like a really glaring oversight. At least put a tophat on or something. Maybe it has to do with cooling. Let's go with that.
Because it looks cool.
[QUOTE=Tommyx50;37952478]Online multiplayer has been modded into the game before. It definitely is possible; if the physics is stable and repeatable to any degree you don't need to sync every frame, just let the client estimate what's happening from the other players key-presses and sync every few frames. You could get away pretty easily with just sending only the changes between players, no need to send every pixel, etc. Y'know, as a whole, the physics engine in this game disgusts me. It could be so much faster, even without GPU support. Like, at least sticking rendering and physics onto seperate threads. You could add quadtree collision checking so instead of checking every moving object versus every other, only do it between relevant closeby objects. It might already have this or some other similar system but honestly I've not seen much that indicates any optimisations have been done whatsoever.[/QUOTE] no it hasnt that was an april fools joke
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