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Cortex command 1.0 Bug Reports (OP updated 30.09) http://forums.datarealms.com/viewtopic.php?f=4&t=31740 |
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Author: | Major [ Mon Dec 09, 2013 2:50 am ] |
Post subject: | 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. |
Author: | Apollon [ Mon Apr 21, 2014 6:22 am ] |
Post subject: | 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?! |
Author: | Lizardheim [ Mon Apr 21, 2014 12:00 pm ] |
Post subject: | 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. |
Author: | Asmageddon [ Tue Apr 22, 2014 9:01 pm ] |
Post subject: | 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. |
Author: | 4zK [ Tue Apr 22, 2014 9:09 pm ] |
Post subject: | 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. |
Author: | Vytauti [ Thu Jul 17, 2014 2:11 pm ] |
Post subject: | Re: Cortex command 1.0 Bug Reports (OP updated 30.09) |
Secondary click does not work on OS X. |
Author: | weegee [ Mon Mar 30, 2015 9:23 am ] |
Post subject: | Re: Cortex command 1.0 Bug Reports (OP updated 30.09) |
I guess this may be unpinned. |
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