Posted by Data in Cortex Command - July 28th, 2007

Download Test Build 15!Yes, that’s right: The first version of the in-gameplay integrated scene editor is now for you and your friends to have fun with! Co-operate to build your modular bunkers together or against each other before the game round starts, and then blast them to pieces!

As usual, there are many improvements and changes, but (also as usual) we worked uninterrupted all evening, night and morning to bring this to you.. so we’ll add the details later on after some sleep.

The big points are:

  • You can now load stuff back into the rockets and ships and recycle them!
  • Mouse control EVERYWHERE! Even in splitscreen games, the mouse cursor will stick to the screen of the player who is using it!
  • Complete automatic Data Module independence if you stick to the simple modding rules.
  • That goes for materials too! Don’t worry about your material indices colliding with others mods’ out there. It should magically work regardless now. (but let us know if it doesn’t…)
  • Drawing order and material copying priorities have been swapped between the foreground terrain and the actors. This has a lot of good implications including helping to preserve the integrity of hard walls, possibility of camouflage and hiding, and just generally looking better.
  • New grouping system to help organize all the Objects in the game. Note how your mod items will automatically show up in the bunker editor! (See the new AddToGroup property)
  • You can set the gold amount that each team gets at the start of the game. Look in Settings.ini. Will hook up to in-menu UI soon.
  • So many more bugfixes and tweaks…
BYOB in two minutes or so
The above complex was built in about two minutes with the editor. Pieces and items still cost gold to build, so you have to save some for when the the actual game round starts!

Next up: Making the AI actually able to navigate your arbitrary mazes and find your brain anyway – Coming soon!

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185 Responses to “Make your own bunker (MYOB) in Test Build 15!”

  1. Slappy Moose - # August 1st, 2007 at 8:00 pm

    Yeah seriously. Also, BLARG I WANT NEW BUILD!

  2. lazermaniac - # August 1st, 2007 at 8:55 pm

    Relax, Data will deliver.

  3. AquaGeneral - # August 1st, 2007 at 9:19 pm

    I have realized why it crashes somethings, when a sharp corner of a drop ship or rocket hit get pushed into a smooth terrain object than it will crash.

  4. CussinSk33t3r - # August 1st, 2007 at 9:56 pm

    Woooah cool. So if build 14 mods work with build 15 then build 15 mods will work with 14? Ill check actually….

  5. Kokits - # August 1st, 2007 at 11:14 pm

    What do you mean badger attack? Is that a techinical term… or an actual badger attack?

  6. BreenedandScrooned - # August 1st, 2007 at 11:35 pm

    Heh, Data, you probably shouldn’t have said you were going to release a new build soon.

  7. Verners - # August 2nd, 2007 at 12:52 am

    Most probably thats the reason for the badger attack…

  8. Slappy Moose - # August 2nd, 2007 at 12:55 am

    BLARG WHARS TEH NEXT RELEEESH!?

    I’m just playing. Take you’re time Data, we appreciate the work you put into this game. Except for a few people. *Stares at kokits*

  9. Blob - # August 2nd, 2007 at 1:41 am

    Will be the MOSRotating Bug fixed in next build? I mean, when In scene editor I try to place MOSRotating Object’s (Like chairs, safes in skyskaper) it just dissapears. And also bug with weapons. Like I place weapon with scene editor, then another one. And previously placed weapon just instantly becomes part of terrain.

  10. McFuggly - # August 2nd, 2007 at 3:27 am

    The scene editor has a level of awesomeness that is equalled by very few things.

  11. robolee - # August 2nd, 2007 at 5:43 am

    maybe its delayed because he’s including everything were telling him.

    “Like I place weapon with scene editor, then another one. And previously placed weapon just instantly becomes part of terrain.” – yes very annoying though I found that it works when:
    * you only place the same object (any mod but only for like 5 weapons)
    * or only place original weapons (but only for like 5 weapons)

    any other weapons just become part of the terrain upon a different weapon being placed

  12. Kokits - # August 2nd, 2007 at 9:27 am

    SLAPPYMOOSE SAID: “Iโ€™m just playing. Take youโ€™re time Data, we appreciate the work you put into this game. Except for a few people. *Stares at kokits*”

    Where was I ever unapreciative and impatient with this build?

  13. Blob - # August 2nd, 2007 at 9:40 am

    DATA!!! You said that: new build coming today with fixes.

    Day is passed???? Today is Passed?

  14. Slappy Moose - # August 2nd, 2007 at 1:12 pm

    Kokits, I was kidding. ๐Ÿ˜€

  15. Canttouchtheground - # August 2nd, 2007 at 1:39 pm

    Rawr, new build is shiney fun xD
    Except for the crashes =( those sucks big.

  16. Kokits - # August 2nd, 2007 at 3:23 pm

    @Slappy Moose: Oh yeah? Well you better be kidding or I wouldv’e umm… hurt you… or sumthin’…

    And I’m still curious about this so called “Badger Attack”.

  17. Neko - # August 2nd, 2007 at 5:58 pm

    Took a screenshot of when it froze

    http://i16.photobucket.com/albums/b31/katzeness/crash.jpg

    Think my brain was doomed anyways >->

  18. numgun - # August 2nd, 2007 at 6:29 pm

    Bug found:

    Take a blue clone in the bunker editor.
    Drag him to the bottom of the scene.
    Game will instacrash.

  19. lazermaniac - # August 2nd, 2007 at 8:35 pm

    Oh noes, the forums are down!

  20. zalo - # August 2nd, 2007 at 8:47 pm

    I got a picture of it while it was still wide screen ๐Ÿ˜€

    When is build next has coming’d out?

  21. finairfin - # August 2nd, 2007 at 9:40 pm

    “Take a blue clone in the bunker editor.
    Drag him to the bottom of the scene.
    Game will instacrash.”

    any time that i’ve tried that, the clone’s legs just blow off (which leads to interesting situations where none of the clones that i’ve placed on the map have legs anymore, without me noticing until the game actually starts). It also works on rockets and robots. i’ve never had it crash, though, because of it.

  22. beorn080 - # August 2nd, 2007 at 11:00 pm

    The game crashes for some people because it trys to load a material that isn’t defined. If you have that spot used by a mat it will load that mat. I also get that error. Very annoying when it takes 5 min to load mods and you accidently hit the bottom with a clone or something.

  23. lololn00b - # August 3rd, 2007 at 12:02 am

    As numgun said, drag to bottom = Crash
    That happens in every map exept phys test, so I came up with a genius solution
    Edit phys test and play it cause it doesnt crash every 2 mins

    Also if you place a bunker close to othe top of the screen and gib a clone on it, it will copypasta itself in a vertical row creating a solid wall of copypasta :/

    Its wierd
    Fix plis

  24. Data - # August 3rd, 2007 at 12:26 am

    The hitting/dragging to bottom of scene crashes have been fixed completely. Also, if any unknown material is loaded, it will not crash but default to a safe material instead.

    Most crashes are due to issues witht he collision maps getting corrupted. These have been fixed too.

    We’re working on a big optimization which will speed up teh game significantly, especially on larger maps. This is what’s taking a little longer than expected.

    The mouse jerkiness issues we are tracking down too.

    Don’t worry, things are looking good

  25. Block - # August 3rd, 2007 at 12:49 am

    Optimization sounds cool

  26. AquaGeneral - # August 3rd, 2007 at 1:22 am

    That really sounds good. Is it possible to make the GPU do the physics? That should really speed up the game because then the CPU is free to do the AI and generating the scene.

  27. Skiv - # August 3rd, 2007 at 4:22 am

    oh wow optimalization =^o^= that sounds uber cool!!

    @Aqua: i think maybe later…some of us have a fast CPU and some of us have fast GPU…

  28. lazermaniac - # August 3rd, 2007 at 4:27 am

    What about the weapon angle matching for MOSRotating and TDExplosive?

  29. Blob - # August 3rd, 2007 at 5:08 am

    Wooho!!! “BIG Optiization”!! I will wait!

  30. carpet_ninja - # August 3rd, 2007 at 5:10 am

    ZOMFG!!!

    ima gonna test!!

    awsome!!!!!!!

    build 15!!!!!!!

    pubes!!!!!!!

  31. Canttouchtheground - # August 3rd, 2007 at 5:30 am

    yum optimization, sounds fun!
    Good luck on that one data.
    Oh and aquagenerals idea with the graphics card doing the physics insted of the CPU would really speed up the game.

  32. AquaGeneral - # August 3rd, 2007 at 5:40 am

    Skiv I was referring to render and calculate physics on the GPU, everything else on the CPU. That should really help performance.

  33. carpet_ninja - # August 3rd, 2007 at 6:08 am

    scenes ini wont work!

    when i instally it says it pooed up the scenes ini file!

    help me!

  34. Kokits - # August 3rd, 2007 at 8:11 am

    The new build sounds like it will definately be a big hit!

    Keep up the good work Data!

  35. Thomas - # October 3rd, 2009 at 6:18 pm

    I love how the limbs loss feture works, but after a wile of playing, (like two minitue) it says it stopped working and shuts down, any opinions???