Posted by Data in Cortex Command - August 23rd, 2008

Build 21Here it is folks. Going to update this post later with more info. There’s not much new content, but many many new features! That’s why the price discount stays the same for this update.

Got to catch a flight in an hour, and haven’t packed or showered yet (another all nighter)… so enjoy! I’ll write more soon!

UPDATE: Ok stuck in airport terminal, so can write about some of the new features. There may not seem like a lot of difference at first glance, but there’s eight months of important work done under the hood. On the other hand, there really isn’t much new content in this one; it’s all been about laying the foundation for the real production that can now start in earnest.

Without further ado, some of the new features:

  • Full support for any screen resolution your graphics driver can handle! Cortex Command in HD, baby!
  • New audio system that is far more robust. No more missed sound effects. All non-UI audio pitches down when the simulation starts going slower than real time. More about this later.
  • Simulation speed partially decoupled from real time. It’s allowed to smoothly slow down into slomo without sacrificing FPS when the simulation becomes too heavy for your machine to keep at real time. You can turn this off with Ctrl+O. Again, more on this later.
  • Lua engine and console now integrated, and almost whole existing C++ engine exposed to it. The console can be accessed with the [~] key (left of your [1] key). Exhaustive documentation of the full Lua interface is coming soon!
  • Lua scripting of entire Activity logic! This allows for any game rules we want to make the missions have, and any multiplayer style as well, like CTF or king of the hill, etc.
  • First draft of data-driven Campaign screen. You can select eligible scenes/sites directly on the planet. As more mods and official content is loaded, more sites/missions will show up on the planet. This menu will evolve into the metagame eventually.
  • Completely new licesning system that allows you to reset your own key, AND to register/play with that key offline. Reset and update your keys at http://licensing.datarealms.com
  • Many many bug fixes and tweaks everywhere.

UPDATE 2: Whoops, there was a menu bug in the first release of b21.. one line of code which causes the main menu to get shifted in higher resolutions, screwing up skirmish menu etc. Just uninstall the old one, re-download and install again if you got it before this update appeared.

PLEASE UNINSTALL ANY PREVIOUS VERSION BEFORE INSTALLING THIS ONE!
Download Test Build 21!Unlock Cortex Command!

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219 Responses to “Build 21 at long last!”

  1. CrazyFarmer - # August 27th, 2008 at 11:23 am

    Data, I am disappointed by the payment system, I was promised that I could pay in Gold ounces, but I sent you 2 grams of gold 2 months ago and I still don’t have my copy.

    (j/k)

  2. LSnK - # August 27th, 2008 at 2:58 pm

    Hey guys, can you seed a torrent or something, in future? The direct download is very slow.

  3. GranPC - # August 28th, 2008 at 4:43 am

    The worst thing is that I thought that you made new music and new sound effect and it was just my slow computer. Add a way to disable the sound slowdown, because you know that it worked better previously. Anwyays, good job. And why can’t I do something like:
    actor = GetMOFromID(1)
    actor:GibThis()
    ?
    And is there any way to loop through every actor?

  4. GranPC - # August 28th, 2008 at 4:44 am

    Oops, answering myself, I can do a for loop, and then see if actor exists. Anyways, something like for each AHuman would be nice.

  5. GranPC - # August 28th, 2008 at 4:52 am

    Holy crap! Try putting this in the console, it’s hilarous:
    for i=1, 12000, 12000 do actor = MovableMan:GetMOFromID(i); actor.Vel = Vector(100, 0); end
    You can change the Vector(100, 0) to raise the speed, or decrease it. If you put Vector(-100, 0);, it will just go to the another way. Also, if you have more than 12000 actors (omgwtfbbq), raise the number in for i=1, etc.
    If you raise the speed too much, the actors will disappear.

  6. GranPC - # August 28th, 2008 at 4:55 am

    Oops, sorry, do this, else it will only do it in one actor.
    for i=1, 12000, 1 do actor = MovableMan:GetMOFromID(i); actor.Vel = Vector(100, 0); end

  7. Memnoc - # August 29th, 2008 at 3:32 am

    My head exploded with anticipation just to play, based off the world scene for campaign missions.

    Holy Playable Campaign Missions Batman!

  8. Memnoc - # August 29th, 2008 at 3:42 am

    holywtf

    what i find funny and annoying at the same time is:
    I lage on most resolutions with this thing

    yet i can play WoW with about medium settings and maxed res and run very smooth

  9. Memnoc - # August 29th, 2008 at 3:42 am

    LOL LAGE

    lag *
    thanks

  10. TheClamV2 - # September 1st, 2008 at 4:31 am

    Well that’s kind of because WoW isn’t checking on every pixel to make sure it hasn’t moved and, in the case it does move, has to calculate tons of vectors.
    I.E. no matter what game you compare CC to, nothing is as CPU intensive.

  11. Doeal - # September 1st, 2008 at 11:22 pm

    Thanks for u guys ! Keep it up 😉

  12. some1 - # September 1st, 2008 at 11:27 pm

    I noticed that pressing crtl+o takes out the slo mo along with the odd sounds. i dont know about you guys but it seems all jittery or laggy when i press it

  13. Footkerchief - # September 7th, 2008 at 10:02 pm

    AI still isn’t smart enough to turn around. Nice.

  14. FinDude - # September 8th, 2008 at 6:47 am

    Some1, Ctrl+O just turns off the
    “One simulation update per frame” setting.
    For me, a total salvation was pressing “4” awhile.
    Press Ctrl+P and use 3&4
    to adjust the real to sim cap around 60.
    Worked great for me.

    Also GranPC just use actor in MovableMan.Actors to
    go trough all actors there are.

  15. FinDude - # September 8th, 2008 at 6:48 am

    *for actor in MovableMan.Actors do … end

  16. stuntman021 - # September 13th, 2008 at 6:56 pm

    What happened to the Mac version?

  17. ur best frind - # September 15th, 2008 at 6:57 am

    thank you thank you!!!!!!

  18. Electroclan - # September 15th, 2008 at 11:14 am

    It’s assumed that it is still in development.

    On an unrelated note, the more I poke and play around with the sim cap, the more and more I love it. I just wish it didn’t slow down the music, though.

  19. Alex - # September 16th, 2008 at 9:23 am

    Help please!

    When I put my old key in the game it tells me to get it updated or upgraded but when I go to the liscensing site it tells me
    “Sorry… I can’t find that key.”

    But the key does work but it says that it only works online.