Repository files navigation

Cortex Command Community Project - open source under GNU AGPL v3

This is a community-driven effort to continue the development of Cortex Command

CONTACT

https://discord.gg/junGCWe

Known problems and limitations

Tested to build only with Visual Studio 2017 for Win32 platform with Visual Studio 2013 toolset installed (You may need to install full VS 2013).

Almost builds with modern toolchains in VS 2017 and VS 2019, but there's some incompatibility in Luabind which fails to compile. Other than that should be fine.

The Linux build with gcc only got tested on 64 bit Linux.

Included source code does not match the current B32 functionality. This is a work-in-progress snapshot of what's internally called "B33", so it won't start with data from B32.

No game data and most of required runtime DLLs are included, you should get those from the Cortex Command beta branch on Steam.

Commercial fmod library was replaced with free SDL Mixer which lacks pitching functionality hence some sound effects will sound differently or incorrectly.

All source and binary dependencies required to build the project are included.

This version uses a slightly modified version of Allegro. The only difference from the original is a custom window borderless mode implemented to fix fullscreen issues. If you're gonna rebuild Allegro you'l probably need to disable custom calls in FrameMan.

BUILD PROCESS

Windows

Use Debug Open Source configuration to debug (be prepared, it's very slow).

Use Final Open Source configuration to build release .exe.

Binaries go to _Bin, you can't run from there outside of the IDE, it won't find required stuff.

You need to copy SDL related dlls from external\lib\win\ next to .exe in order to run it.

The data can be found under the "ccoss" beta branch of Cortex Command on Steam, if you own a license for the game.

Linux

You also have to compile the dependencies:

git clone https://github.com/liberated-cortex/CCOSS_dependencies.git
git clone https://github.com/liberated-cortex/CCOSS.git
cd CCOSS_dependencies
./prepare.sh
cd ../CCOSS
make PREPARED_DIR=../CCOSS_dependencies/prepared/ -j4

The executable cortex must be run from the main directory of your game content, copying the executable to that directory also works.

Combined with building blackCortex this would look like this:

git clone --recursive https://github.com/liberated-cortex/blackCortex.git
cd ./blackCortex/
make
../CCOSS/cortex

blackCortex is not in a playable state yet

If you don’t wanna use blackCortex, the data can be found under the "ccoss" beta branch of the Windows version of Cortex Command on Steam, if you own a license for the game.

About

Cortex Command - Open Source under GNU AGPL v3 (no game data included)

Resources

Stars

16 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

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})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Repository files navigation

Cortex Command Community Project - open source under GNU AGPL v3

This is a community-driven effort to continue the development of Cortex Command

CONTACT

https://discord.gg/junGCWe

Known problems and limitations

Tested to build only with Visual Studio 2017 for Win32 platform with Visual Studio 2013 toolset installed (You may need to install full VS 2013).

Almost builds with modern toolchains in VS 2017 and VS 2019, but there's some incompatibility in Luabind which fails to compile. Other than that should be fine.

The Linux build with gcc only got tested on 64 bit Linux.

Included source code does not match the current B32 functionality. This is a work-in-progress snapshot of what's internally called "B33", so it won't start with data from B32.

No game data and most of required runtime DLLs are included, you should get those from the Cortex Command beta branch on Steam.

Commercial fmod library was replaced with free SDL Mixer which lacks pitching functionality hence some sound effects will sound differently or incorrectly.

All source and binary dependencies required to build the project are included.

This version uses a slightly modified version of Allegro. The only difference from the original is a custom window borderless mode implemented to fix fullscreen issues. If you're gonna rebuild Allegro you'l probably need to disable custom calls in FrameMan.

BUILD PROCESS

Windows

Use Debug Open Source configuration to debug (be prepared, it's very slow).

Use Final Open Source configuration to build release .exe.

Binaries go to _Bin, you can't run from there outside of the IDE, it won't find required stuff.

You need to copy SDL related dlls from external\lib\win\ next to .exe in order to run it.

The data can be found under the "ccoss" beta branch of Cortex Command on Steam, if you own a license for the game.

Linux

You also have to compile the dependencies:

git clone https://github.com/liberated-cortex/CCOSS_dependencies.git
git clone https://github.com/liberated-cortex/CCOSS.git
cd CCOSS_dependencies
./prepare.sh
cd ../CCOSS
make PREPARED_DIR=../CCOSS_dependencies/prepared/ -j4

The executable cortex must be run from the main directory of your game content, copying the executable to that directory also works.

Combined with building blackCortex this would look like this:

git clone --recursive https://github.com/liberated-cortex/blackCortex.git
cd ./blackCortex/
make
../CCOSS/cortex

blackCortex is not in a playable state yet

If you don’t wanna use blackCortex, the data can be found under the "ccoss" beta branch of the Windows version of Cortex Command on Steam, if you own a license for the game.

About

Cortex Command - Open Source under GNU AGPL v3 (no game data included)

Resources

Stars

16 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

Cortex Command Community Project - open source under GNU AGPL v3

This is a community-driven effort to continue the development of Cortex Command

CONTACT

https://discord.gg/junGCWe

Known problems and limitations

Tested to build only with Visual Studio 2017 for Win32 platform with Visual Studio 2013 toolset installed (You may need to install full VS 2013).

Almost builds with modern toolchains in VS 2017 and VS 2019, but there's some incompatibility in Luabind which fails to compile. Other than that should be fine.

The Linux build with gcc only got tested on 64 bit Linux.

Included source code does not match the current B32 functionality. This is a work-in-progress snapshot of what's internally called "B33", so it won't start with data from B32.

No game data and most of required runtime DLLs are included, you should get those from the Cortex Command beta branch on Steam.

Commercial fmod library was replaced with free SDL Mixer which lacks pitching functionality hence some sound effects will sound differently or incorrectly.

All source and binary dependencies required to build the project are included.

This version uses a slightly modified version of Allegro. The only difference from the original is a custom window borderless mode implemented to fix fullscreen issues. If you're gonna rebuild Allegro you'l probably need to disable custom calls in FrameMan.

BUILD PROCESS

Windows

Use Debug Open Source configuration to debug (be prepared, it's very slow).

Use Final Open Source configuration to build release .exe.

Binaries go to _Bin, you can't run from there outside of the IDE, it won't find required stuff.

You need to copy SDL related dlls from external\lib\win\ next to .exe in order to run it.

The data can be found under the "ccoss" beta branch of Cortex Command on Steam, if you own a license for the game.

Linux

You also have to compile the dependencies:

git clone https://github.com/liberated-cortex/CCOSS_dependencies.git
git clone https://github.com/liberated-cortex/CCOSS.git
cd CCOSS_dependencies
./prepare.sh
cd ../CCOSS
make PREPARED_DIR=../CCOSS_dependencies/prepared/ -j4

The executable cortex must be run from the main directory of your game content, copying the executable to that directory also works.

Combined with building blackCortex this would look like this:

git clone --recursive https://github.com/liberated-cortex/blackCortex.git
cd ./blackCortex/
make
../CCOSS/cortex

blackCortex is not in a playable state yet

If you don’t wanna use blackCortex, the data can be found under the "ccoss" beta branch of the Windows version of Cortex Command on Steam, if you own a license for the game.

About

Cortex Command - Open Source under GNU AGPL v3 (no game data included)

Resources

Stars

16 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Cortex Command Community Project - open source under GNU AGPL v3

This is a community-driven effort to continue the development of Cortex Command

CONTACT

https://discord.gg/junGCWe

Known problems and limitations

Tested to build only with Visual Studio 2017 for Win32 platform with Visual Studio 2013 toolset installed (You may need to install full VS 2013).

Almost builds with modern toolchains in VS 2017 and VS 2019, but there's some incompatibility in Luabind which fails to compile. Other than that should be fine.

The Linux build with gcc only got tested on 64 bit Linux.

Included source code does not match the current B32 functionality. This is a work-in-progress snapshot of what's internally called "B33", so it won't start with data from B32.

No game data and most of required runtime DLLs are included, you should get those from the Cortex Command beta branch on Steam.

Commercial fmod library was replaced with free SDL Mixer which lacks pitching functionality hence some sound effects will sound differently or incorrectly.

All source and binary dependencies required to build the project are included.

This version uses a slightly modified version of Allegro. The only difference from the original is a custom window borderless mode implemented to fix fullscreen issues. If you're gonna rebuild Allegro you'l probably need to disable custom calls in FrameMan.

BUILD PROCESS

Windows

Use Debug Open Source configuration to debug (be prepared, it's very slow).

Use Final Open Source configuration to build release .exe.

Binaries go to _Bin, you can't run from there outside of the IDE, it won't find required stuff.

You need to copy SDL related dlls from external\lib\win\ next to .exe in order to run it.

The data can be found under the "ccoss" beta branch of Cortex Command on Steam, if you own a license for the game.

Linux

You also have to compile the dependencies:

git clone https://github.com/liberated-cortex/CCOSS_dependencies.git
git clone https://github.com/liberated-cortex/CCOSS.git
cd CCOSS_dependencies
./prepare.sh
cd ../CCOSS
make PREPARED_DIR=../CCOSS_dependencies/prepared/ -j4

The executable cortex must be run from the main directory of your game content, copying the executable to that directory also works.

Combined with building blackCortex this would look like this:

git clone --recursive https://github.com/liberated-cortex/blackCortex.git
cd ./blackCortex/
make
../CCOSS/cortex

blackCortex is not in a playable state yet

If you don’t wanna use blackCortex, the data can be found under the "ccoss" beta branch of the Windows version of Cortex Command on Steam, if you own a license for the game.

About

Cortex Command - Open Source under GNU AGPL v3 (no game data included)

Resources

Stars

16 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

Cortex Command Community Project - open source under GNU AGPL v3

This is a community-driven effort to continue the development of Cortex Command

CONTACT

https://discord.gg/junGCWe

Known problems and limitations

Tested to build only with Visual Studio 2017 for Win32 platform with Visual Studio 2013 toolset installed (You may need to install full VS 2013).

Almost builds with modern toolchains in VS 2017 and VS 2019, but there's some incompatibility in Luabind which fails to compile. Other than that should be fine.

The Linux build with gcc only got tested on 64 bit Linux.

Included source code does not match the current B32 functionality. This is a work-in-progress snapshot of what's internally called "B33", so it won't start with data from B32.

No game data and most of required runtime DLLs are included, you should get those from the Cortex Command beta branch on Steam.

Commercial fmod library was replaced with free SDL Mixer which lacks pitching functionality hence some sound effects will sound differently or incorrectly.

All source and binary dependencies required to build the project are included.

This version uses a slightly modified version of Allegro. The only difference from the original is a custom window borderless mode implemented to fix fullscreen issues. If you're gonna rebuild Allegro you'l probably need to disable custom calls in FrameMan.

BUILD PROCESS

Windows

Use Debug Open Source configuration to debug (be prepared, it's very slow).

Use Final Open Source configuration to build release .exe.

Binaries go to _Bin, you can't run from there outside of the IDE, it won't find required stuff.

You need to copy SDL related dlls from external\lib\win\ next to .exe in order to run it.

The data can be found under the "ccoss" beta branch of Cortex Command on Steam, if you own a license for the game.

Linux

You also have to compile the dependencies:

git clone https://github.com/liberated-cortex/CCOSS_dependencies.git
git clone https://github.com/liberated-cortex/CCOSS.git
cd CCOSS_dependencies
./prepare.sh
cd ../CCOSS
make PREPARED_DIR=../CCOSS_dependencies/prepared/ -j4

The executable cortex must be run from the main directory of your game content, copying the executable to that directory also works.

Combined with building blackCortex this would look like this:

git clone --recursive https://github.com/liberated-cortex/blackCortex.git
cd ./blackCortex/
make
../CCOSS/cortex

blackCortex is not in a playable state yet

If you don’t wanna use blackCortex, the data can be found under the "ccoss" beta branch of the Windows version of Cortex Command on Steam, if you own a license for the game.

About

Cortex Command - Open Source under GNU AGPL v3 (no game data included)

Resources

Stars

16 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

Cortex Command Community Project - open source under GNU AGPL v3

This is a community-driven effort to continue the development of Cortex Command

CONTACT

https://discord.gg/junGCWe

Known problems and limitations

Tested to build only with Visual Studio 2017 for Win32 platform with Visual Studio 2013 toolset installed (You may need to install full VS 2013).

Almost builds with modern toolchains in VS 2017 and VS 2019, but there's some incompatibility in Luabind which fails to compile. Other than that should be fine.

The Linux build with gcc only got tested on 64 bit Linux.

Included source code does not match the current B32 functionality. This is a work-in-progress snapshot of what's internally called "B33", so it won't start with data from B32.

No game data and most of required runtime DLLs are included, you should get those from the Cortex Command beta branch on Steam.

Commercial fmod library was replaced with free SDL Mixer which lacks pitching functionality hence some sound effects will sound differently or incorrectly.

All source and binary dependencies required to build the project are included.

This version uses a slightly modified version of Allegro. The only difference from the original is a custom window borderless mode implemented to fix fullscreen issues. If you're gonna rebuild Allegro you'l probably need to disable custom calls in FrameMan.

BUILD PROCESS

Windows

Use Debug Open Source configuration to debug (be prepared, it's very slow).

Use Final Open Source configuration to build release .exe.

Binaries go to _Bin, you can't run from there outside of the IDE, it won't find required stuff.

You need to copy SDL related dlls from external\lib\win\ next to .exe in order to run it.

The data can be found under the "ccoss" beta branch of Cortex Command on Steam, if you own a license for the game.

Linux

You also have to compile the dependencies:

git clone https://github.com/liberated-cortex/CCOSS_dependencies.git
git clone https://github.com/liberated-cortex/CCOSS.git
cd CCOSS_dependencies
./prepare.sh
cd ../CCOSS
make PREPARED_DIR=../CCOSS_dependencies/prepared/ -j4

The executable cortex must be run from the main directory of your game content, copying the executable to that directory also works.

Combined with building blackCortex this would look like this:

git clone --recursive https://github.com/liberated-cortex/blackCortex.git
cd ./blackCortex/
make
../CCOSS/cortex

blackCortex is not in a playable state yet

If you don’t wanna use blackCortex, the data can be found under the "ccoss" beta branch of the Windows version of Cortex Command on Steam, if you own a license for the game.

About

Cortex Command - Open Source under GNU AGPL v3 (no game data included)

Resources

Stars

16 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Cortex Command Community Project - open source under GNU AGPL v3

This is a community-driven effort to continue the development of Cortex Command

CONTACT

https://discord.gg/junGCWe

Known problems and limitations

Tested to build only with Visual Studio 2017 for Win32 platform with Visual Studio 2013 toolset installed (You may need to install full VS 2013).

Almost builds with modern toolchains in VS 2017 and VS 2019, but there's some incompatibility in Luabind which fails to compile. Other than that should be fine.

The Linux build with gcc only got tested on 64 bit Linux.

Included source code does not match the current B32 functionality. This is a work-in-progress snapshot of what's internally called "B33", so it won't start with data from B32.

No game data and most of required runtime DLLs are included, you should get those from the Cortex Command beta branch on Steam.

Commercial fmod library was replaced with free SDL Mixer which lacks pitching functionality hence some sound effects will sound differently or incorrectly.

All source and binary dependencies required to build the project are included.

This version uses a slightly modified version of Allegro. The only difference from the original is a custom window borderless mode implemented to fix fullscreen issues. If you're gonna rebuild Allegro you'l probably need to disable custom calls in FrameMan.

BUILD PROCESS

Windows

Use Debug Open Source configuration to debug (be prepared, it's very slow).

Use Final Open Source configuration to build release .exe.

Binaries go to _Bin, you can't run from there outside of the IDE, it won't find required stuff.

You need to copy SDL related dlls from external\lib\win\ next to .exe in order to run it.

The data can be found under the "ccoss" beta branch of Cortex Command on Steam, if you own a license for the game.

Linux

You also have to compile the dependencies:

git clone https://github.com/liberated-cortex/CCOSS_dependencies.git
git clone https://github.com/liberated-cortex/CCOSS.git
cd CCOSS_dependencies
./prepare.sh
cd ../CCOSS
make PREPARED_DIR=../CCOSS_dependencies/prepared/ -j4

The executable cortex must be run from the main directory of your game content, copying the executable to that directory also works.

Combined with building blackCortex this would look like this:

git clone --recursive https://github.com/liberated-cortex/blackCortex.git
cd ./blackCortex/
make
../CCOSS/cortex

blackCortex is not in a playable state yet

If you don’t wanna use blackCortex, the data can be found under the "ccoss" beta branch of the Windows version of Cortex Command on Steam, if you own a license for the game.

About

Cortex Command - Open Source under GNU AGPL v3 (no game data included)

Resources

Stars

16 stars

Watchers

3 watching

Forks

Releases

Packages

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Cortex Command Community Project - open source under GNU AGPL v3

This is a community-driven effort to continue the development of Cortex Command

CONTACT

https://discord.gg/junGCWe

Known problems and limitations

Tested to build only with Visual Studio 2017 for Win32 platform with Visual Studio 2013 toolset installed (You may need to install full VS 2013).

Almost builds with modern toolchains in VS 2017 and VS 2019, but there's some incompatibility in Luabind which fails to compile. Other than that should be fine.

The Linux build with gcc only got tested on 64 bit Linux.

Included source code does not match the current B32 functionality. This is a work-in-progress snapshot of what's internally called "B33", so it won't start with data from B32.

No game data and most of required runtime DLLs are included, you should get those from the Cortex Command beta branch on Steam.

Commercial fmod library was replaced with free SDL Mixer which lacks pitching functionality hence some sound effects will sound differently or incorrectly.

All source and binary dependencies required to build the project are included.

This version uses a slightly modified version of Allegro. The only difference from the original is a custom window borderless mode implemented to fix fullscreen issues. If you're gonna rebuild Allegro you'l probably need to disable custom calls in FrameMan.

BUILD PROCESS

Windows

Use Debug Open Source configuration to debug (be prepared, it's very slow).

Use Final Open Source configuration to build release .exe.

Binaries go to _Bin, you can't run from there outside of the IDE, it won't find required stuff.

You need to copy SDL related dlls from external\lib\win\ next to .exe in order to run it.

The data can be found under the "ccoss" beta branch of Cortex Command on Steam, if you own a license for the game.

Linux

You also have to compile the dependencies:

git clone https://github.com/liberated-cortex/CCOSS_dependencies.git
git clone https://github.com/liberated-cortex/CCOSS.git
cd CCOSS_dependencies
./prepare.sh
cd ../CCOSS
make PREPARED_DIR=../CCOSS_dependencies/prepared/ -j4

The executable cortex must be run from the main directory of your game content, copying the executable to that directory also works.

Combined with building blackCortex this would look like this:

git clone --recursive https://github.com/liberated-cortex/blackCortex.git
cd ./blackCortex/
make
../CCOSS/cortex

blackCortex is not in a playable state yet

If you don’t wanna use blackCortex, the data can be found under the "ccoss" beta branch of the Windows version of Cortex Command on Steam, if you own a license for the game.

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Cortex Command - Open Source under GNU AGPL v3 (no game data included)

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