Cortex Command is going OPEN SOURCE - and gets LAN multiplayer in B33
Not only are we launching our first online multiplayer game today: https://store.steampowered.com/app/1013040/Planetoid_Pioneers_Online/ But we are also letting our first baby out into the world! Cortex Command was something that started as a passion project in high school, and ended as a title with such an unexpected long-lasting community and staying power that we're very proud of. Despite oodles of official content, many feel that Cortex Command was never "finished" - and we're actually extra proud of that fact. The game both grew into something far beyond our own hopes, and also remained open-ended and flexible enough to let others pick up and take it even further! One of those people is Weegee, who joined us from the community, and has in recent years contributed a tremendous amount of work and features to the official codebase that we are releasing to the public today. Not only did he add a ton of additional interfaces to the scripting and ini files for modders to use when accessing the engine, he has even worked out a functional networked multiplayer mode for Cortex Command! This is an impressive feat, and uses non-traditional techniques - albeit it only works well on local networks (LANs) for now. Anyway, the codebase today contains all that good stuff, and can be considered as Build 33, with the short form changelog to be found at the end of this post.
https://github.com/DataRealms/CCOSS We anticipate that releasing this will ensure CC lives on and stays vibrant for even longer than it already has! We wish you luck and hope you have fun digging through the high-school-era code in some of the older parts in there ;)
LAN Multiplater Implemented mass and passengers count constraints for crafts Dynamic pie menus Dynamic buy menus
Reworked loading screen to reduce loading time. Added an option "DisableLoadingScreen" in settings.ini to disable loading screen completely to reduce loading time (Thanks Duh102, CrazyMLC, MaximDude) Fixed InvincibleCrafts and ToughCrafts global scripts (Thanks 4zK) Fixed a bug when AEmitter flash was drawn in the wrong position if emitter was not emitting. Fixed a bug in Siege when incorrect units wear spawned. Fixed a crash when calling TimerMan.TicksPerSecond in Lua script Fixed a situation where flipped crafts dropped units in invalid direction.
Added binding UI for weapon pick, drop, next, prev and reload for "keyboard only" and "keyboard" control schemes. You can press CTRL + ~ (ConsoleMan.ForceVisibility = true) to toggle console which does not grab input. F1 - Shortcut help F2 - Reload all scripts F3 - Dump console text to file F4 - Dump console input to file F5 - Clear console log
Added Low Gravity and Faster walking global scripts. Added bulky drop ships global script. Added global scripts to disable buy menu constraints. Added Global scripts Better jetpacks, Constant Gold Income and All Units Are Brains
MOSRotating.Emitters MOSRotating.Attachables Scene.Deployments Emitter.EmissionList PresetMan.Modules DataModule.Presets
[ 2019-07-12 01:33:33 CET ] [ Original post ]
(image by Arne and community member MaximDude)
It's a monumental day for Data Realms..
Not only are we launching our first online multiplayer game today: https://store.steampowered.com/app/1013040/Planetoid_Pioneers_Online/ But we are also letting our first baby out into the world! Cortex Command was something that started as a passion project in high school, and ended as a title with such an unexpected long-lasting community and staying power that we're very proud of. Despite oodles of official content, many feel that Cortex Command was never "finished" - and we're actually extra proud of that fact. The game both grew into something far beyond our own hopes, and also remained open-ended and flexible enough to let others pick up and take it even further! One of those people is Weegee, who joined us from the community, and has in recent years contributed a tremendous amount of work and features to the official codebase that we are releasing to the public today. Not only did he add a ton of additional interfaces to the scripting and ini files for modders to use when accessing the engine, he has even worked out a functional networked multiplayer mode for Cortex Command! This is an impressive feat, and uses non-traditional techniques - albeit it only works well on local networks (LANs) for now. Anyway, the codebase today contains all that good stuff, and can be considered as Build 33, with the short form changelog to be found at the end of this post.
Without further ado, here is the now open source'd repository:
https://github.com/DataRealms/CCOSS We anticipate that releasing this will ensure CC lives on and stays vibrant for even longer than it already has! We wish you luck and hope you have fun digging through the high-school-era code in some of the older parts in there ;)
Major features:
LAN Multiplater Implemented mass and passengers count constraints for crafts Dynamic pie menus Dynamic buy menus
Fixes:
Reworked loading screen to reduce loading time. Added an option "DisableLoadingScreen" in settings.ini to disable loading screen completely to reduce loading time (Thanks Duh102, CrazyMLC, MaximDude) Fixed InvincibleCrafts and ToughCrafts global scripts (Thanks 4zK) Fixed a bug when AEmitter flash was drawn in the wrong position if emitter was not emitting. Fixed a bug in Siege when incorrect units wear spawned. Fixed a crash when calling TimerMan.TicksPerSecond in Lua script Fixed a situation where flipped crafts dropped units in invalid direction.
Added shortcuts and bindings:
Added binding UI for weapon pick, drop, next, prev and reload for "keyboard only" and "keyboard" control schemes. You can press CTRL + ~ (ConsoleMan.ForceVisibility = true) to toggle console which does not grab input. F1 - Shortcut help F2 - Reload all scripts F3 - Dump console text to file F4 - Dump console input to file F5 - Clear console log
New global scripts:
Added Low Gravity and Faster walking global scripts. Added bulky drop ships global script. Added global scripts to disable buy menu constraints. Added Global scripts Better jetpacks, Constant Gold Income and All Units Are Brains
New collections:
MOSRotating.Emitters MOSRotating.Attachables Scene.Deployments Emitter.EmissionList PresetMan.Modules DataModule.Presets
Planetoid Pioneers
Data Realms
Data Realms, LLC
2018-02-08
Indie Singleplayer Coop
Game News Posts 33
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(349 reviews)
http://www.planetoidpioneers.com
https://store.steampowered.com/app/300260 
The Game includes VR Support
Planetoid Pioneers Linux [398.91 M]
DISCLAIMER: Do NOT buy this special edition UNLESS you want to get your hands dirty in the ongoing development of Planetoid Pioneers, which is inspired by classics such as Blaster Master (‘88), Metroid (‘86), and Exile (‘88). At this point, we are looking for those with a genuine interest in creating and remixing content within the unique Crush2D engine and the modular game structure we have already established.
If you simply want to experience a polished physics-driven game (nothing wrong with that!), feel free to add Planetoid Pioneers to your wishlist and wait until it exits its Early Access period. By that point, it will contain a complete yet expanding action-exploration adventure, hand-built by not only us on the official development team, but also in collaboration with the Contributor Community.
Explore, survive, and ultimately build a resource-intensive spacecraft to escape the dangers and mysterious caves of this circular world. Onto the next uncharted Planetoid for a completely different adventure - built by us or anyone in the Contributor Community!
If you simply want to experience a polished physics-driven game (nothing wrong with that!), feel free to add Planetoid Pioneers to your wishlist and wait until it exits its Early Access period. By that point, it will contain a complete yet expanding action-exploration adventure, hand-built by not only us on the official development team, but also in collaboration with the Contributor Community.
However, if you do choose to purchase the Contributor Edition today, you will:
- Become part of the emerging Contributor Community, where you can collaborate and directly share content with the development team and your fellow contributors.
- Be able to submit your creations for consideration to be integrated into the official shipping game, with your name then appearing in the credits.
- With a single button press, have the ability to publish whatever you make to the free Steam Workshop, for anyone to rate, comment, and subscribe to.
- Be among the first to have your very best Blueprints and Scenes considered for the Curated Item Workshop on Steam - where you would earn money on them!
About the first ‘Primoid’ Planetoid that will initially ship with Planetoid Pioneers:
After your space yacht undergoes an irksome Rapid Unplanned Disassembly, you find yourself marooned on a large Planetoid outside the orbit of Mars. To overcome this interplanetary Robinson Crusoe scenario, you need to use your Atomizer and Assembler tools to gather local resources and turn them into various vehicles, contraptions, and even organic life forms.Explore, survive, and ultimately build a resource-intensive spacecraft to escape the dangers and mysterious caves of this circular world. Onto the next uncharted Planetoid for a completely different adventure - built by us or anyone in the Contributor Community!
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