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Author Topic: Cortex Command - What do you mean data released version 1.0?  (Read 193655 times)

ToonyMan

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Alright, I have a Mod form the forums that basically launches a homing rocket at enemy dropships. There is a huge problems of too many effects and junk that pollute the scene and make it lag terribly. I was wondering if somebody could warn me of any issues with looking in there, finding the various smoke and particle emitters and unnecessary gibs, and removing them? Do I have to go to an index and remove them from there as well? All I need is the projectile launching into the air, turning into a rocket and homing in on a victim. the first-stage container should just disappear, and all smoke effects other than from the rocket itself and the explosion should be gone.
Check your Base.rte folder.
Go to Settings.ini
Set
   PostProcessing = 1
   PostPixelGlow = 1
To
   PostProcessing = 0
   PostPixelGlow = 0
Go on Steam
then it should work nice and good/fast
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Duke 2.0

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 I already have glows and post disabled, this is more issues with this mod specifically. And particle emitters. And unnecessary gibs that fly around and make mounds of them for no reason.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

ToonyMan

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You forgot the last step.
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Duke 2.0

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 I did it back when I turned those settings off.  ;)
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

ToonyMan

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inteuniso

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Livestreaming a bit of Cortex Command 24 Multiplayer this evening.

What mod were you playing?
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Lol scratch that I'm building a marijuana factory.

Myroc

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Sean, do you by any chance take requests? I want a gun that shoot Dropship rocket motors.
*snip*
You are an awesome man.
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We all have problems. Some people just have more awesome problems than others.
Getting angry is fun. Getting angry over petty things even better.

Deadmeat1471

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Love this, shame about the split screen only mp though :(
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Hugehead

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I'm sure online MP will be in by build 30, until then just use the online multiplayer mod, has bugs but it is online MP.
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We're Bay12er's. If there is a bug, we will find it, exploit it, and make a recursive statue out of it. Just look up Planepacked.
When a dwarf enters a martial trance, they become Jedi. Short, drunken Jedi.

fenrif

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Are there user-made missions for this? Survival is great and all, but sometimes I just want a goal to move towards.

The everything-dies-hilariously part to this will never, ever get old.

Here is a link to the forums scene release section. I've not had a look through there in a while but there should be some decent missions floating around.

Also: is there a way to increase the timelimit for survival or any of the other standard scenarios? I keep winning survival because the time limit is way to short.
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Sean Mirrsen

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Dwarf with wrong boots next to a Coalition Light:

Still need to fix the walkpaths, and offsets - he's a tad too high.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Jay

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Also: is there a way to increase the timelimit for survival or any of the other standard scenarios? I keep winning survival because the time limit is way to short.
What?
Skirmish Defense does not have a time limit.
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Mishimanriz: Histories of Pegasi and Dictionaries

Sean Mirrsen

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But Survival does. And One Man Army, etc.

Set a harder difficulty (that little slider under the gametype selection dropdown). One Man Army on maximum difficulty requires ten minutes of surviving!

If you want a longer limit on the same difficulty, go to Base.rte/Scenes/Scripts/ and open the .lua file for your gametype of choice. At some point there'll be a rather clearly visible section with difficulties and assigned timers.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

ILikePie

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Still need to fix the walkpaths, and offsets - he's a tad too high.
Ooh offsets. I used to be damn good at those, if you're stuck, drop me a pm.
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Footkerchief

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One Man Army on maximum difficulty requires ten minutes of surviving!

It claims it does, but it only sets the timer to 100 seconds.
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