… at least not collision map-related ones 😉
After reworking the way movable objects clean up the map, we ran several hours of stress testing of the engine on all the available machines here at DRL HQ:
No crashes or hiccups.
Also threw in a frag counter due to popular demand!
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New content will most likely be saved for the actual release of the game.
Tried it at friends and its awesome, Good work Data. I like the death and loss thing at the top! 😛
The Palette needs fixing on vista! it goes magenta-epilepsy after 3 seconds in the menu!
Man, Data you kick so much ass. Frag counters, bunker building, there’s just no end to the ownage!
I do have one request for the next or future versions though, you can load weapons back into rockets, but not units, I for one would enjoy being albe to A) take wounded soldiers off of the battlefield and get what they’re still worth back for them, and B) transport multiple units that are already on the battefield.
Just a suggestion.
Good work on everything so far. 😉
that would actually be really cool. you could load an invasion force into a rocket and fly them over to the enemy base. it’d be sort of like just delivering some troops over there, but so much cooler. just the thought of a rocket flying all the way across the map, crashing nose-first into a hill, and a whole bunch of clones popping out with guns blazing in all directions…
i can’t wait for vehicles in general
nice nice nice nice nice nice 🙂 i love it but why does all the grenades in the mods i add wont work.all weapons work exept grenades…..is this a code problem?
are you puting build 13 mods in it?
Oddly enoough, I have (probably) the lowest RAM here, and yet i have never experienced a crash. (that wasnt from one of my own mods)
I was a little dissapointed that i couldnt get my actors into rockets and drop them off all over the map.
14 and 17
My game crashes constantly
Im not sure why
that was 15
this is 17
didnt even know
Oh and pyrorex
If you don’t like it don’t play whiny SOB
This build is pretty awesome, exept I crash alot, but thats probably cause I have in the upwards of fourty mods installed.
It works excelent without any mods, but as quick as I bring in any home-made weapons (like my AA-Flak) it starts crashing a _lot_.
The actors are still interacting with the landscape when you are in build mode, this causes some issues as you can remove grass buy moving the actor around on the ground or even where brakes off his leags if you go to the bottom of the screen, this will leave you to spawn men that soon will blead to death or just spawn dead.
My comp can run all the mods i have witch is in like the 50’s. Its probably just your computer or maybe its that cc just doesn’t like you. i dunno but become friends with your comp. BE a Computer! CC rocks!
have you tried to make a gun that fires TDExplosives at 750Hz with two different timers? I think it occurs because the particles emanating from the first round will collide with the second round. Or it’s more like #13 and 14, but I still think that’s the problem.
Flameman, that sounds like some new-age tech philosiphy….well, its worth a try. “I am the computer, we are one”….. nope cc still hates me, I guess I’ll just have to bribe my compy.
hey data, when should we be expecting a new build?
muhahaaha….. this is ausome tho… we need a counter on if its 2 player the counter is seprate for players on same team
Data, theres a wierd bug when if you put alot of strating money. It goes like this:
First set the money to something very high like 99999999
Then play cc normally, and later quit (Maybe even restart computer)
And when you try to run again CC, it says that theres something wrong in the settings.ini
I look there and it shows that starting money is now 9999+0699 and will not work until I make it back to the 99999999 it was.
The guys over at the Mod Making forums mentioned about limb path values screwing up if they’re high enough, making it impossible to make larger-sized actors (read: giant robots of doom). Also, the on-hit custom emitter option for MOPixel particles would be a very interesting thing to play around with.
Data, you’re sexy! You know that, right?
Any possibility of releasing just ONE of these builds for mac so us mac users can see if it’ll be worth buying in the future?
The new “loading” stuff into a ship has a huge problem.
Say I am throwing grenades at stuff. If one hits a dropship (even an enemy dropship, and the nade hits the top of it or the engine) the grenade will get loaded into it. Fuck! I would prefer if there was a “load” command, or if you could only load things you dropped, or if you could only load stuff into your own vehicles.
PLEASE FIX!
Well, there’s a point in taking the enemies guns and throwing them into your own vehicles, since it’ll give you gold. However, activated TDExplosives shouldn’t load. I’m sure you’ve realized this already though, and I’m confident you’re going to fix it/have fixed it for future builds.
Also, is it possible to get an option to show some debug info for players, like the MSPF, FPS, Particles and MOIDs data shown in the picture in “Intact Walls”? That way you could see what causes the worst lagg and what you could do to prevent the game from slowing down.
Hmm… Strange.. Sometimes it crashes alot… Very alot… And crahes are random.. Like I change the gun and then game freezes and crashes. Or I Drop Weapon And it crashes. Or I Kill Somebody And it crashes… Lots of random crashes. But sometimes it is stable. Maybe the problem is in the mods.. Because I play with lots of mods…
When will be the log Update??
Also Data, why When CC crashes it lags my comp’ so hard?
No more crashes? LIES! There are like 50 dead rockets and dropships there.
Has anyone encountered this? If I pause the game (Esc) and leave it alone for a while (Say long enough for the screensaver to start), it bugs out when I try to resume the game. Instead of returning to the game, the CC screen goes blank, the in-game music starts playing, and everything starts getting slow. When I open the task manager (which takes a while since CC is now lagging everything) it shows that the CC memory usage is going steadily up.
I’m fine as long as I don’t leave it paused too long. I’ve had this problem in past builds as well.
Could we have some sort of preview as to how the main menu map editor will be? Do you draw the different types of dirt a la paint? Is there an option to use a custom background? In short, what will we be able to do without having to modify the .ini file directly?
Oh, and please could you have some sort of option when spawning enemy actors that allows you to put them on an AI mode other than brainhunt? It would make attacking an enemy base a lot more meaningful if they hadn’t all wandered off in the general direction of my brain.
But I don’t mean to order you around lol, great work.
Is this going to be the final build before the full game?
Oh and why aren’t the forums working for me does anyone else have this problem?
Sylverone, we have fixed a LOT of memory leaks for next build. It might fix this problem
Dling now.
Not played cc for ages!
The setup file won’t run for 17. It seems to be corrupt…
CW, thanks for the heads up. It’s only the one linked on the main page.. the one at the top of this post works, right?
Fixing now
Ah, yes, the one at the top works.
Spam incoming…
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