Posted by Data in Cortex Command - November 27th, 2006

Download the IGF Build!New Build, folks… delay due to holiday madness etc. Will write more about what’s changed soon.

Short incomplete list:

  • Gibs! Everywhere! (Except rocket, yet.. need more time to develop proper effects or it’ll look weird)
  • Bleeding of wounds now stops after a while. Certain wounds bleed for longer than others (like missing limb wounds are bad)
  • Gold collection has been simplified, more info here.
  • No more mysterious .dat files. Everything is exposed in the .rte folders now… easier to mod anything!
  • Gamepad setup has changed completely… right now custom configuration doesn’t work, but it’s set up to work for the wired XBOX 360 controller, which you can just plug into any USB port on your PC (and download driver from microsoft here).
  • Swapped keyboard layouts for player one and two - so now you can easily play singleplayer on laptops!
  • Actors don’t lose grip of their held weapons nearly as easily. Was frustrating before.
  • Brain actor updated slightly; hangs from ceiling. Blows up!
  • Long games don’t slow down as much anymore… forcing jittery particles to settle after a while.
  • Tons of other small stuff

360 ControllerIf you want to try the XBox 360 Controller, here’s the basic setup:

  • Left analog stick = Movement, including controllable jetpack
  • Right analog stick = Aiming
  • Right Trigger = Fire
  • Left Trigger = Reload, and hold down and use the left stick to change, pick up and drop weapons
  • Bumper buttons = Cycle through actors, hit both to bring up buy menu
  • Start button = Resets the current game

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52 Responses to “New Build! Gibs galore”

  1. Ryan A. - # November 27th, 2006 at 8:00 pm

    Absolutely fantastic! The game has improved so much since I last played. I really need to buy a wired Xbox 360 Controller…

  2. ToonyMan - # November 27th, 2006 at 8:22 pm

    Yes! It is finally out at 9:30 pm. :)

  3. ToonyMan - # November 27th, 2006 at 8:24 pm

    I just finished reading it and WHY DID YOU SWITCH THE PLAYERS CONTROLS!???!!

    I liked the old way. :(

  4. ToonyMan - # November 27th, 2006 at 8:29 pm

    I just started to play and noticed a GREEN CLONE FELL OUT OF THE SKY! :)!

  5. Data - # November 27th, 2006 at 8:33 pm

    The keyboard is still the exact same old, except the players are switched. People without numpads couldn’t play singleplayer on their laptops etc before.

    There will be option in the future for the old way vs the new way, both for keyboard and gamepads.

  6. The Punisher - # November 28th, 2006 at 5:00 am

    DATA will you marry me? im kidding! :lol: Im not gay.. downloading now, gonna be fun!!! ^_^

  7. The Punisher - # November 28th, 2006 at 5:05 am

    NO!!!! Mods from the last version dont work with this one!!! NO!! This means I must re-created alot of weapons… -_-

  8. ToonyMan - # November 28th, 2006 at 6:06 am

    They don’t!!! :(

  9. Persh - # November 28th, 2006 at 7:15 am

    Brain hangs from the ceiling you say? This sounds familiar. Yes. Indeed. Quite.

  10. The Punisher - # November 28th, 2006 at 7:29 am

    Its annoying that every time you click on K/num3 you reload.. I made a M269 (I think it was 269..) and it have 250 bullets in it magazine and a long reload time and when im going to change weapon he reloads!!! Cant have this, I say a new button maybe R (player1) and num9 (player2)

  11. Data - # November 28th, 2006 at 8:03 am

    Old mods should work.. which ones don’t?

  12. Data - # November 28th, 2006 at 8:18 am

    Reloading will change… probably will have to do the inventory button + up to start a reload on a non-empty mag. Autoreload on an empty mag will happen too.

  13. The Punisher - # November 28th, 2006 at 8:29 am

    My own mods dont work, cause the reload sound start code line.
    But its easy to fix, and you should do that autoreload is an option

  14. Data - # November 28th, 2006 at 8:34 am

    Oh right… whooops yeah the ReloadSound property changed name to ReloadStartSound. In the future I’ll make sure to keep the old property names too so it’ll stay backward compatible.

  15. Persh - # November 28th, 2006 at 8:56 am

    Telling you here too, Data; Hitting the robots with the Heavy Digger or anything with a reaaally fast fire rate causes a crash.

  16. Data - # November 28th, 2006 at 8:58 am

    Thanks, yeah I noticed this recently too. It’s probably somehting silly, we’ll take care of it.

  17. Ias - # November 28th, 2006 at 9:25 am

    Awesome!
    I ♥ CC! :D

  18. Djinn - # November 28th, 2006 at 10:07 am

    Oh man, I’m gonna have to tone down some of my weapons, but good lord this is fun. I love smashing the brain vial. One shot of my NVR-M4 (comes with Karasu) vaporizes people. Awesome.

  19. Foogooman - # November 28th, 2006 at 1:11 pm

    Hey data, where is the left and right movement controlls located? I check the settings.ini but the only thing missing is the left and right movement controlls. Where did you put them?

  20. Dennis - # November 28th, 2006 at 1:28 pm

    Hey, I need help! I have a PS2 Joystick that worked perfectly with the older version of CC, but is this version it didn’t work!!(Example: I used Left Analog Stick Up/Down to aim Up/Down, but now UP uses the Jetpack¬¬) It’s because it’s only compatible with the XBOX360 Controller??¬¬ I want to play with my PS2 controller, ok? Can somemone tell me how to make it work?

    Sorry for the bad English, it’s because i’m Brazilian…

  21. SFOR - # November 28th, 2006 at 2:42 pm

    gj but i think you should spend less time on console controls and more on PC controls..

    gg nonetheless!

  22. Data - # November 28th, 2006 at 4:34 pm

    Folks, the controls are still a bit of a hack.. I’m working on making them completely and easily customizable for any joystick (d-pad only or dual analogs), as well as mouse+keyboard as an option.

    Please have patience a few more days.

  23. tom - # November 29th, 2006 at 6:57 am

    yeah

  24. Persh - # November 29th, 2006 at 9:58 am

    So I was trying the Heavy Digger again, and this time, instead of crashing, it decided to constantly spawn the same gib for the head over, and over, and over. . . Until I got to my computers limit and crashed to desktop.

  25. Data - # November 29th, 2006 at 3:26 pm

    Ah, that’s interesting… thanks for the extra input. It’ll help us track down the bug.

  26. Persh - # November 29th, 2006 at 3:55 pm

    Still didn’t answer my question: Did you look and my maps brain and think: huur I like it from the ceiling?

  27. Data - # November 29th, 2006 at 4:41 pm

    Sorry I didn’t see your original question? No, we’ve intended to have the brains hanging from the ceiling for some time:
    http://www.datarealms.com/forum/viewtopic.php?t=454

    That’s why the current bunker looks like it does in the ceiling, the old pedistal was a temporary thing.

  28. Kifil - # November 29th, 2006 at 5:04 pm

    I think the ne version makes the game even better. The gibs look good and modding should be better now. Keep it up! :)

  29. ToonyMan - # November 29th, 2006 at 5:20 pm

    The brain needs to hung on the ceiling for transport reasons. :)

  30. PERSOHNEEN - # November 29th, 2006 at 10:44 pm

    For me everything was great and fast, until I dugg to the bottom of the screen. I was digging a huge tunnel under my base with heavy digger, but as soon as I hit the bottom limit of the play area, the whole thing got horribly slow to the point where it was unplayable. WHATSGOINON?!?

  31. Data - # November 30th, 2006 at 12:14 am

    I’m surprised it didn’t crash?! The game doesn’t handle going outside non-wrapping edges well yet.

  32. ToonyMan - # November 30th, 2006 at 6:21 am

    I remeber when I dug to china and it crashed after that hard work. :(

  33. Fat Zombie - # November 30th, 2006 at 12:09 pm

    It’s shaping up right nice. You just need to add rodent support and i’ll be gleeful.

  34. Naka - # November 30th, 2006 at 3:24 pm

    Is there a way to swap the controls again? I’m too used to the player 2 controls :(

  35. Data - # November 30th, 2006 at 3:33 pm

    Soon ALL the controls will be 100% customizable. You’ll be able to map every input element (move up down left right, aim up down left right, fire, inventory, etc) to either a keyboard button, mouse button, joystick button, or joystick axis direction.

  36. englishmen - # December 1st, 2006 at 4:09 am

    I just download the game for the first time and very nice indeed, i hope you don’t mind i posted a torrent of it on GameUpdates.org(free games, demo’s, trailers etc, nothing illegal).

    http://www.gameupdates.org/

  37. englishmen - # December 1st, 2006 at 4:14 am

    I just download the game for the first time and very nice indeed. Is it going to remain free or are you going to charge for it after everyone’s finished helping you fixed the bugs :-).

    I hope you don’t mind i uploaded a torrent of it to gameupdates(free game, demo’s, trailers etc, nothing illegal)

    http://www.gameupdates.org/

  38. Data - # December 1st, 2006 at 5:33 am

    Ha, I wish someone would help me fix the bugs!

    The torrent thing is cool, spread it far and wide!

  39. Persh - # December 1st, 2006 at 9:39 am

    People can’t help fix bugs unless they see a source code branch now can they?

  40. Naka - # December 1st, 2006 at 5:31 pm

    so… Is that no scroll bar bug fixed?

  41. englishmen - # December 2nd, 2006 at 4:07 am

    Good point, im assuming this means it will cost something when it goes final?

    I’m also assuming there not going to be a Linux version is there :-)?

  42. Data - # December 2nd, 2006 at 4:12 am

    Your first assumption is correct. The second one is not. Macosx too.

  43. englishmen - # December 2nd, 2006 at 5:09 am

    Are you ****ing me, linux version sweeeeeet ill pay for that :-).

  44. Data - # December 2nd, 2006 at 5:22 am

    Yup, we’re only using portable libraries, namely Allegro, SDL, and STL, so we should be able to build relatively easily to all three major classes of PC OS’s. There’s no point in doing that until the code is a lot closer to the final though.

  45. englishmen - # December 2nd, 2006 at 5:43 am

    Understandable, ill be looking forward to it.

  46. Suppertime - # December 2nd, 2006 at 4:41 pm

    If only this worked with wireless 360 controllers

    If only this worked with my sidewinder game pad :(

  47. Data - # December 3rd, 2006 at 12:03 am

    Supper, Microsoft has announced a wireless xbox controller for teh PC for 2007. I don’t know, but I’m hoping whatever usb transmitter it uses can be used with all regular wireless 360 controller. That would be the bomb.

    Also, very soon all the controls will be customizable so you’ll be able to use your sidewinder.

  48. StuntMonkey - # December 3rd, 2006 at 1:59 pm

    How do you play the original version.

  49. StuntMonkey - # December 3rd, 2006 at 6:51 pm

    And Data theres a cool game program called XNA that has a debuging program, and the best part is XNA is free.

  50. Cyborgmatt - # December 5th, 2006 at 9:25 am

    Xbox 360 Wireless Receiver for PC, more info: http://www.gaming-resources.com/forum/index.php?showtopic=334

    The new build is great, keep up the good work DATA. ;)

  51. noonenoes - # December 6th, 2006 at 11:39 pm

    hey just wonderin if u could tell us how to make stuff for the game and that crap

  52. Data - # December 6th, 2006 at 11:41 pm

    We’re going to put together a little modding tutorial soon.

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