Cortex Command Build 32, the Performance Update is HERE
Your wait is over: both for this fresh build of your old faithful game, and also for the next frames in the heat of the fiercest battle! Don't wait to get a copy for yourself or a friend, since the massive 85% OFF sale will only last for a few more days...
Here's what's fresh, thanks to Evgeniy "Weegee” Vigovskiy, Jesús “GranPC” Higueras Pica, and Chris “Montdidier” Kruger:
Performance
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Cortex Command now pumps up to 2x more frames per second!!
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Game activities no longer slow down when played for too long.
Gameplay
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Added keyboards shortcuts for weapon switch, reload, drop and pickup actions (also works with gamepads).
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Gib editor now rounds all offsets.
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Deployments can spawn flipped for non-flipped actors.
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It's easier to find out how many gamepads were detected and who moves the cursor in UIs.
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Limbless actors will inevitably and quickly die.
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Reworked Test Activity to act as an ordinary GAScripted and execute Global Scripts (good for testing and debugging global scripts).
Content
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Bunker breach can be used with randomized bunkers.
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Added randomized fortresses for Bunker Breach.
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Added new skirmish activity Siege, which uses Bunker Breach maps.
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Nerfed heavy ronins a lot.
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Added global script, which gives 3x more gold when digging.
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Added infinite ammo global script.
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Added invincible crafts global script.
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Added instant and delayed delivery global scripts.
Bugfixes
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Added range checks to functions, which take Team as parameter to avoid memory corruption.
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When brain actor is deleted, MovableMan checks if it's a brain and if it is, set's this brain to 0 to avoid crashes.
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Dead actors no longer roll and scream infinitely
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Dead actors reduce their AngularVel.
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Fixed crashes in allegro and luabind.
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Vanilla activities now count used MOIDs on per-team basis.
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Fixed the shield-related crash in Campaign.
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Primitives are no longer drawn on top of game UI elements.
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Fixed a bug, which caused a crash in buy menu.
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Fixed crash caused by digging.
Lua binding improvements:
Scene:
- function GetOptionalArea the same as GetArea, but does not render scene incompatible for Activity if specified area is missing
SceneMan:
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function RestoreUnseen(const int posX, const int posY, const int team)
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function RestoreUnseenBox(const int posX, const int posY, const int width, const int height, const int team);
FrameMan:
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function DrawTextPrimitive(Vector start, std::string text, bool isSmall, int alignment) , alignment 0 = left, 1 = center, 2 = right
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function DrawBitmapPrimitive(Vector start, Entity * pEntity, float rotAngle, int frame)
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function CalculateTextHeight(std::string text, int maxWidth, bool isSmall)
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function CalculateTextWidth(std::string text, bool isSmall)
GameActivity:
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function int GetActiveCPUTeamCount()
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function int GetActiveHumanTeamCount()
HDFirearm:
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property FiredOnce, r/o , Whether at least one round has already been fired during the current activation. May be 0 because weapon might have activated but no actual rounds were fired yet.
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property FiredFrame, r/o, Whether at least one round has already been fired during the current frame. Use this to check if weapon fired something.
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property RoundsFired, r/o, How many rounds were fired during this frame.
GameActivity:
- property BuyMenuEnabled, r/w, Whether buy menu is enabled for this activity
Actor:
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property AimDistance , r/w
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property SightDistance, r/w
AEMitter:
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property BurstDamage, r/w
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property EmitCountLimit, r/w
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property EmitDamage, r/w
INI changes:
PEmitter:
- Lightweight, non-rotating MOSParticle-based emitter
MovableObject:
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DamageOnCollision 0,1 - When it's != 0 actors takes health damage on collision with this MO, without penetration
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IgnoreTerrain 0,1 - When it's 1 MO ignores any terrain collisions and travels right through them
Settings.ini:
- PreciseCollisions 0,1 - When off uses experimental simplified MO collision model which may improve performance up to 30%
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