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 Cortex command 1.0 Bug Reports (OP updated 30.09) 
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Joined: Sun Apr 11, 2010 4:34 am
Posts: 7
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Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Persistent bug where an actor (I've only had bipedal actors do this. Mostly the brain bot) walks over a certain part of the map and explodes. Can be underground, or above ground, but if walking on that space (Invisible vertical line) they blast into pieces. I haven't seen it happen to any AI controlled units. Run on windows 7, through steam, no mods (clean install).

I remember playing Cortex Command months ago, and this bug was the reason I stopped. I do hope it gets fixed, one day.


Mon Dec 09, 2013 2:42 am
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Joined: Sun May 30, 2010 5:30 am
Posts: 851
Location: Auckland, NZ
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Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Yeah, that's the seam bug. That invisible line is the joint where the map wraps around and joins up. 'Tis a well known bug and Data knows of it.


Mon Dec 09, 2013 2:50 am
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Joined: Sun May 16, 2010 3:04 am
Posts: 52
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Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Am I alone in thinking that soldiers shouldn't sink into the ground like it's quicksand simply because they're "Heavy" soldiers and have 2 weapons?

I thought this was a bug back in b23...and I still think it's a bug today.

I literally have to LINE the floors of my base with metal blocks from the "Base Bits" category so my actors won't erode the CEMENT just by walking on it.

-----------
I understand the whole, "Yay for physics!" argument that increasing the ground strength would somehow negatively impact gameplay, but this is ridiculous.

I think the only things that should alter the ground are:
-truly HEAVY things (like mechs, dropships, and rockets)
-bullets
-explosions
-diggers
-that's it
-----------
I never could understand why someone thinks it's a good idea for a regular person/dummy/soldier to be able to destroy the ground simply by stepping.climbing on it.

Why can't/hasn't this been fixed yet?!


Mon Apr 21, 2014 6:22 am
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Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
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Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Sounds like your game simulation is running slowly, am I correct?

I am not getting this myself, but if you'd provide some perf stats and examples it would be easier to check into.


Mon Apr 21, 2014 12:00 pm
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Joined: Sun Apr 12, 2009 10:31 am
Posts: 71
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Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Not sure if it's the seam, but bullets sometimes don't hit actors when shot over longer ranges, at all, particularly evident with flat maps and sniper weapons.


Tue Apr 22, 2014 9:01 pm
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Joined: Mon Oct 11, 2010 1:15 pm
Posts: 574
Location: Finlandia
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Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Lizardheim wrote:
All MOPixels have two new ini-properies: MinLethalRange and MaxLethalRange. These are float values [0..infinity] for making pixels lose sharpness over range (for shotguns etc.) MOPixels from guns lose sharpness after travelling ~(SharpAim+ScreenWidth/2)*Random(MinLethalRange, MaxLethalRange) Other MOPixels e.g. gibs lose sharpness after travelling ScreenWidth*Random(MinLethalRange, MaxLethalRange). Default is 1.0 for both values.

As of B30, I think. Post B30 bug reports here instead.


Tue Apr 22, 2014 9:09 pm
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Joined: Thu Aug 02, 2012 9:45 am
Posts: 27
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Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
Secondary click does not work on OS X.


Thu Jul 17, 2014 2:11 pm
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Joined: Thu Jun 11, 2009 2:34 pm
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Post Re: Cortex command 1.0 Bug Reports (OP updated 30.09)
I guess this may be unpinned.


Mon Mar 30, 2015 9:23 am
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