Posted by Data in Cortex Command - August 4th, 2007

Download Test Build 17!… 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:

Stress Testing the CC engine

No crashes or hiccups.

Also threw in a frag counter due to popular demand!

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136 Responses to “No More Crashes (for real) in Build 17”

  1. zalo - # August 4th, 2007 at 11:39 am

    Yet again Awesome work data :D

  2. zalo - # August 4th, 2007 at 11:40 am

    Is there supposed to be a download?

  3. Tazers - # August 4th, 2007 at 11:40 am

    Frag Counter? SEXY

  4. zalo - # August 4th, 2007 at 11:41 am

    Nevermind

  5. Canttouchtheground - # August 4th, 2007 at 11:48 am

    HOLY CRAP, i came on here and that scared the SHYT outta me.
    Epic picture much data?

  6. Canttouchtheground - # August 4th, 2007 at 11:51 am

    Oh and one question, how did you manage to do that to the physics test map?

  7. SquirrelMaul - # August 4th, 2007 at 11:58 am

    Data is god, that’s how :D

  8. Kazuki - # August 4th, 2007 at 11:58 am

    Oh shit.

    Frag counter? I love you.

  9. Axxel - # August 4th, 2007 at 12:01 pm

    Nice one, Data! Let’s hope it works now. Downloading…

  10. Carp - # August 4th, 2007 at 12:04 pm

    W))T!!
    That’s my new desktop.

  11. MaximDude - # August 4th, 2007 at 12:06 pm

    Damn!
    That was fast!

  12. ChJees - # August 4th, 2007 at 12:11 pm

    wtf, another build!?

    Whatever, dling!

  13. TheGuylol - # August 4th, 2007 at 12:16 pm

    Wicked kool :D

  14. SP2 - # August 4th, 2007 at 12:20 pm

    Looks like Data has been working his arse off. Well done. And Thanks.

  15. Lord Tim - # August 4th, 2007 at 12:36 pm

    Yaaayyy! More stuff!

  16. Darkslicer - # August 4th, 2007 at 12:39 pm

    Awesome Datarealms. Well done

  17. DR_PINEAPPLE - # August 4th, 2007 at 1:01 pm

    Now, Data, you still need to fix one thing: ALWAYS DRAW THE MUZZLE FLASH WHEN FIRING A WEAPON. It kind of a ruins some weapons ideas a bit..

  18. Pyrorex - # August 4th, 2007 at 1:28 pm

    Lol, what the fuck? Three builds in a week, you get cookies Data.

  19. Skiv - # August 4th, 2007 at 1:28 pm

    uhh that WAS fast!

  20. Kurrus - # August 4th, 2007 at 1:32 pm

    DATA. I LOVE YOU.

  21. Seraph - # August 4th, 2007 at 1:50 pm

    Holy…

  22. Kurrus - # August 4th, 2007 at 2:02 pm

    This build really is crashless! 30 minutes playing and it’s perfect.

    Congratulations, Data! ;)

  23. Robburdon - # August 4th, 2007 at 2:02 pm

    Ohh wow this is gonna be great! No more crashingggg and lagggginggg(sort of) That was the one thing i disliked.

    wow. you have been working phenomenally hard recently. even more than usual.

  24. pete - # August 4th, 2007 at 2:30 pm

    With all the recent test builds (I’ve tested on builds 14, 15, 16 and 17) I tget this error message on startup:

    “Unable to set any graphic mode”

    Anyone know why it does this? An old version of CC that I had worked perfectly.
    If it’s any help I have a 6600gt, 3700+, 1.5gb of RAM, enough HD space and XP SP2.

  25. Pyrorex - # August 4th, 2007 at 3:00 pm

    Lol, still crashes, data. Stop testing on physics test, it’s the only crashless map.

  26. Kokits - # August 4th, 2007 at 3:21 pm

    I don’t get any crashing, but sometimes the game will randomly lag.

  27. Pyrorex - # August 4th, 2007 at 3:25 pm

    It’ll just randomly “Cortex Command.exe has encounterd an error. Fuck you.”

  28. Block - # August 4th, 2007 at 3:29 pm

    Me and my friend played for hours, no crashing..I love it!

  29. Kurrus - # August 4th, 2007 at 3:37 pm

    Fuck, Pyrorex is right. Crashes are much rarer now, but I just got one.

    PS: “Cortex Command.exe has encounterd an error. Fuck you.” LMAO!

  30. Blob - # August 4th, 2007 at 3:41 pm

    Wha?… No, wait0r!!
    It… Is.. MEGAZ0RZAL!!!
    17!!! Yesh!! OMG!!
    No words moar!! DOWNLOADING!!!

  31. Kurrus - # August 4th, 2007 at 3:42 pm

    Don’t get your hopes so high, Blob. It’s Build 16 (aka Build 15), only it crashes a bit more rarely.

  32. Data - # August 4th, 2007 at 3:57 pm

    Well at least we’re pretty certain these crashes aren’t due to the collision maps anymore! But we’ll run more tests overnight…

    We’ll try to incorporate some more data dumping when a crash situation is detected and about to occur, so beta testers (this is not a beta yet) can generate useful info.

    Until then, any patterns you can find of when and why these things occur, let us know. It’s a great help.

  33. ILoveGmod - # August 4th, 2007 at 4:00 pm

    I’m getting choppy sound whenever two or more sounds are played at once.
    Halp?

  34. Darkslicer - # August 4th, 2007 at 4:21 pm

    Umm, it just crashed without any error and anything, and even no “abortscreen” picture was in the folder, is this a bug from cortex command, or from my pc?

  35. Neko - # August 4th, 2007 at 4:29 pm

    Oooh, well the picture looks like proof of the non-crashability!
    And the frag counter is awesome.

    A thing I would like to see is the ability to make the health of the computer, and yourself non visible.
    Would make it harder to see the living among the dead, and make you uncertain about your own state of health.
    I tried this out by removing numbers and hearts out of the game but then I cant see my gold ammount.
    But it still was awesome.
    And if you do make this an option, could you do the same for ammo aswell?

  36. Darkslicer - # August 4th, 2007 at 4:30 pm

    And Data, I still have a question, why does the round of the flak cannon go through the MK1 rocket (sometimes) without exploding on the hit with it, it explodes after it, same like when you shoot with a flak cannon at an brain, it just goes through it and ignores the brain, and then it explodes.

    (Sorry for my bad english, I hope you understand what I mean.)

  37. Joseph - # August 4th, 2007 at 4:31 pm

    My god that looks beautiful… I wonder if basic movement was fixed yet… I guess I DL this one.

  38. Data - # August 4th, 2007 at 4:31 pm

    We’ll add options for seeing the hud elemnts of the opposing team or not. I think you’d always want to see your own health, and who’s on your team, right?

    No HUD on the enemy makes for interesting sneaking/camouflage possibilities

  39. iwillcontrolyou - # August 4th, 2007 at 6:13 pm

    Um, quick question: why do TDExplosives not hit actors anymore? (clones, dropship bodies, rockets, just passes through them)

  40. Barbalute - # August 4th, 2007 at 6:19 pm

    I think having the option to turn off the HUD for your own team would be good for LAN games. Unless you’ve already got something in mind, of course.

  41. Neko - # August 4th, 2007 at 6:19 pm

    Well I guess I’ll accept that. whee~ :D
    It would be hard to tell diffrance of teams.. never thought of that. Since I only played one robot against the rest.
    There was some other suggestions I had.. cant think of em at the moment.

  42. Neko - # August 4th, 2007 at 6:23 pm

    Ooh yeah. More robot controll. Like crouch and grab, or something.
    Cause the moving legs kinda annoy me sometimes so I think a crouch button that bend them legs down would be awesome.
    And the grab button would.. grab.. whatever infront of you. I guess.. Cause they do that sometimes and it helps alot for getting over stuff.

  43. Slappy Moose - # August 4th, 2007 at 6:49 pm

    Data: That no hud for enemies sounds interesting. I can’t count how many times on a few maps there was no hud (some bug or something) above enemies when I was flying over and a blunderbuss would just rip me apart from some hiding skeleton.

  44. numgun - # August 4th, 2007 at 7:02 pm

    Data!

    TDExplosives are being loaded into dropships and rockets if I shoot or throw a TDE at them.
    And for normal actors the TDE just passes through!

  45. Foogooman - # August 4th, 2007 at 8:12 pm

    How are you going to do actor pathfinding? Is it going to be done it editor? Like, draw a line (and it will dissapear in-game) in the editor that once a clone hits it, it will follow it?

  46. Neko - # August 4th, 2007 at 9:54 pm

    Or you could add a thing in every part of the base that tells the actor to go to the other side of that part.

    visual explanation~
    ______________________
    ______________________enters here
    enters
    here
    go that way>
    ______________________

  47. Neko - # August 4th, 2007 at 9:56 pm

    eh~ part of it got cut out. lemme try again.

    ______________________
    ______________________enters here
    enters
    here
    go right
    ______________________enters here, go left
    ______________________

    And outside would tell the actor to seek out a part of base without another part attatched to an opening.

  48. Carp - # August 4th, 2007 at 11:31 pm

    @Neko35: Yes. Genius.
    @Neko47: Meh, it works, but why do by hand what an AI could do?

  49. Neko - # August 4th, 2007 at 11:58 pm

    well.. I guess you also could just.. make the AI go the nearest way to the brain that is like.. air, and not dirt and metal.
    That would be simpler.
    But what if there is no entrance to the brain due to blockage or simply built a wall around it?
    Maybe they should have diggers for that. But then theres nothing stopping them from standing ontop of the brain, outside and just use them digging tools to destroy the brain in the first place..

  50. Neko - # August 5th, 2007 at 12:30 am

    Found out how your own and the enemies health can be not shown!
    http://i16.photobucket.com/albums/b31/katzeness/TestDump001.jpg
    The things with the red around is your own team, unless you’re the green team. Then I guess it would be green.

  51. Hrrk! - # August 5th, 2007 at 2:37 am

    What it needs now is a few natural long range weapons with practically no spread, that allow you to view further away and have a crosshair on your cursor!
    read:Sniper Rifles.

  52. KarvaBopi - # August 5th, 2007 at 3:19 am

    Oh cool !!
    and wtf is happening in that screen ?

  53. volt - # August 5th, 2007 at 3:24 am

    Yay, it doesn’t crash! i left it on for about 3 hours, it was still running!

  54. JeCa - # August 5th, 2007 at 5:05 am

    @Pete, some 30 posts earlier:

    ““Unable to set any graphic mode””

    Try going into the setting.ini file and toggle the FullscreenMode = # (I.E if it’s 0 change to 1 and vice versa). Then you’ll have to press ALT+TAB after the game’s loaded if you want to change it. Hasn’t happened to me, but I think that’s how other people have solved similar problems.

  55. 2bak - # August 5th, 2007 at 6:19 am

    AAAARGH!!! AAAAAARGH!!! 3 BUILDS IN ONE WEEK!!! HOT DAMN!!!!

  56. robolee - # August 5th, 2007 at 7:39 am

    wow… how come the feed email takes so long to get to me, im subscribed but the email is one whole day late,

    although I had no problems what so ever on b16 I guess this one is cooler now with the frag thing

  57. Block - # August 5th, 2007 at 8:29 am

    My friend had a “Assertion failed: Collision mismatch in MOPixel::CollideaAtPoint!” crash while being shot at with a blunderbuss. The blunderbuss was heavily tweaked (rapid fire, high velocity and sharp bullets)
    Also, how about making the game ask if you want use your previous bunker when you restart a match?

  58. Wolfie - # August 5th, 2007 at 10:07 am

    Does this solve palette problems in Vista?

  59. Ghost Bear - # August 5th, 2007 at 10:13 am

    /me prays

  60. Ghost Bear - # August 5th, 2007 at 10:15 am

    “about making the game ask if you want use your previous bunker when you restart a match?”

    +1

  61. Ghost Bear - # August 5th, 2007 at 10:17 am

    Maybe make oz income for killing?

  62. Ghost Bear - # August 5th, 2007 at 10:18 am

    BTW:

    @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
    Most Bazookas Rockets trying to enter rocket and flying though them and not hitting!
    @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

    Please fix it!

  63. austonst - # August 5th, 2007 at 10:24 am

    There’s a few things about pathfinding that I’d really like to see. There should be an option in the options screen that turns on or off the necessity of having a path. In other words, if it is enabled, each bunker MUST have a path to the brain to continue.

    Enemies should also occasionally have diggers. If the path ahead that is a known path to the brain is blocked by weak enough material, the enemy should use the digger and dig through it. It would make the AI much harder to defeat (and the game more fun)

    Pathfinding will largely change the gameplay when fighting enemies. However, I think it should also be used in gold digging and brain hunting.

    Gah, I have to go now, but I’ll continue with this later.

    @ Block:

    Data has told us that eventually you’ll be able to save the bunkers you’ve made, and play them again later.

  64. TheGuylol - # August 5th, 2007 at 10:27 am

    I found a tiny tiny bug but its annoying when i fire a flak shell at a skellie it passes through it sometimes, i got the same bug when a rocket was taking off it passed right through it…

  65. superdigg - # August 5th, 2007 at 10:45 am

    woo! I’m looking forward to playing with the Kinetic Mod. we’ll see if “no hiccups” stays true with the Grif Bomb.

  66. Batesman - # August 5th, 2007 at 10:56 am

    O_o This is simply amazing….Data, you have been working very hard on this lately…fixed about a planet full of bugs and everything!!!

    *Gives Data 100 mega – tons of e-cookies*

  67. JeCa - # August 5th, 2007 at 11:04 am

    ““about making the game ask if you want use your previous bunker when you restart a match?”

    +1 ”

    Ditto. It’s really annoying to have to re-make your base even when you press the R button. I do realize this is just an early implemention of the editor, but it would be really nice to have it in the next build.

  68. Neko - # August 5th, 2007 at 12:02 pm

    And while the reset button is on topic, it would be nice if you had to press y after pressing r to confirm that you want to restart. Cause there been times when I accedenily restarted

  69. someone lol - # August 5th, 2007 at 12:25 pm

    omg gr8 build but didnt fix my problem lol

  70. TSR - # August 5th, 2007 at 3:49 pm

    why? WHY 3 BUILDS?

    I come here just to check, and WHY?
    WHY MUST I LOVE YOU?

  71. Chaos Theory - # August 5th, 2007 at 6:45 pm

    I go away for TWO days, and I come back to find not one, but two(!!!) new updates. By god you guys work fast!

  72. Foogooman - # August 5th, 2007 at 7:42 pm

    Data, the new inventory mouse stuff is great, and the shipment positioning is really smooth now. One problem with it though. I find it annoying having to click the buy button over and over when ordering many things, it’s very slow. It’d be good if the mouse stayed in the last location it was in when you leave and enter the menu screen. Or maybe some other way that isn’t as tedious as the one existing.

  73. Data - # August 5th, 2007 at 10:07 pm

    Foogoo, tried clicking outside the menu (to the right of it)? Granted, you can’t when you’re playing three or more players in splitscreen (since the menu covers the whole screen), but it works great with one or two players.

  74. coilgunner - # August 6th, 2007 at 7:32 am

    nice! :) cant wait!

  75. zalo - # August 6th, 2007 at 8:10 am

    Data, Could you make it so MOSRotatings and TDExplosives could be spawned in the scene builder in the next build. That would open up loads of possibilities, such as: placing items from Apocalypse Towers (scene) in other scenes and Spawning grenades and other modded or un-modded TDs

  76. Pyrorex - # August 6th, 2007 at 4:01 pm

    Oh hay there CORRUPTED INSTALL FILE! Fix it please.

  77. canttouchtheground - # August 6th, 2007 at 10:35 pm

    A few things that im noticing, data.
    TDExplosives will enter ships if the doors are open just as if you threw a wepon in it. If you open the door again the TDexplosive will explode. Also they seem to go right through ships.

  78. Cgp114 - # August 6th, 2007 at 11:06 pm

    What.. the hell. Damn thing wont play on my PC! Please, tell me what files you have to have for CC..

  79. AquaGeneral - # August 7th, 2007 at 12:31 am

    Pyrorex there is a simple way to fix that, install CC B17 again, then add all your mods and scenes from the CC that is stuffing up.

  80. Blob - # August 7th, 2007 at 6:35 am

    @Kurrus: Me was so happy because Data said that “No more Crashes For Real” I played it more than three hours and had no stupid crashes.

    @Zalo: This TDAssplosives And MOSRotating bug is weird. But It
    is extremely easy to place stuff from the Apocalypse Towers…
    Just Add Line “AddToGroup = Whatyouwant” And… Change the Stuff Lines From “AddEffect = MOSRotating” To “AddActor = Actor” Thats All!

  81. Delgado - # August 7th, 2007 at 9:47 am

    im crash free so far.

  82. akuryo - # August 7th, 2007 at 9:52 am

    OMG DATA WHO THE HELL ARE YOU? YOU CAN’T BE A HUMAN TO DO THAT OPIHQGOIHG SO QUICKY FASTY SPEED! ZOMFG… i think… Yeah I’m pretty sure you’re not human… You may be a kind of..bot or anthing.. but not a human… Maybe a dog?… NO MORE DOG! DATA IS THE HUMAN’S BEST FRIEND NOW!

  83. Striker26 - # August 7th, 2007 at 11:31 pm

    no data is a piece of data that was spread around the universe to take over planets with awesome games, hence the name “Data”
    but on-topic please now

  84. Block - # August 8th, 2007 at 4:19 am

    Please add an option to define things like CopyOf after they’ve been “read” by the game so that we can make things that gib themselves. Also gibbed TDexplosives timer doesn’t work.

  85. Entropy - # August 8th, 2007 at 5:39 am

    Data, what’s with this new “Order Cancelled” message that I’m getting? I can’t seem to order anything on any of the maps except Promgrounds; I try and select the landing zone and it gives me the message.

    Halp?

  86. Entropy - # August 8th, 2007 at 5:46 am

    Actually scratch that, it happens on Promgrounds as well :(

  87. Numgun - # August 8th, 2007 at 5:47 am

    Also, can you make HDFirearms equip automaticly to actors when placed over in the bunker editor?

  88. AzMiLion - # August 8th, 2007 at 6:19 am

    Bombs that were made in mods and the like aren’t showing up for me, someone know why?

  89. Tower - # August 8th, 2007 at 6:32 am

    Yeah BTW for the ones with Dual Core CPUs start CC then go to you Task Manager (ctrl + alt + entf) and right click on CortexCommand.exe go to the last option and remove one of the ticks.

  90. Dj Demetrius - # August 8th, 2007 at 10:52 am

    Frag Counter = Epic Win

  91. Ghost Bear - # August 8th, 2007 at 1:01 pm

    Well, at least i’m played as much as i want :)

    Thanks!

  92. Blob - # August 8th, 2007 at 4:57 pm

    Hmm… When I play it normally, almost no mods, not making game lag. I have no crashes.
    But when I play with almost all B14-17 mods installed, on X2500 and
    Y8000 clear map, and making there mega laggy air craft carnage

  93. Blob - # August 8th, 2007 at 5:08 pm

    …It crashes, and extremely lags my comp. And i am getting some error like:

    Microsoft Visual C++ library: “blah” CC.exe requested to abort it with an unusual way!!

    What is it?

  94. Munchkin9 - # August 8th, 2007 at 7:46 pm

    So far I have not had any crashes but…Data, when do you plane to implement crouching? It would seem like a bit of a priority.

  95. Alenth - # August 9th, 2007 at 4:11 am

    It crashes for me sometimes.

    And lags constantly. Not much, but I know it’s going slow.

  96. 3 Solid - # August 9th, 2007 at 5:23 am

    To those who keep saying “ZOMG 3 BUILDS!”:
    They’re just bug fixes. And a frag counter. Which, by the way, is awesome.

  97. tison345 - # August 9th, 2007 at 12:06 pm

    I crash a lot still, just out of the blue

    oh, and one terrible thing:

    IT’S NOT SAVING DEFAULTS! I have to change controls and go fullscreen EVERY TIME… please fix it!

  98. coilgunner - # August 9th, 2007 at 4:28 pm

    oh hey what are all those particles flying around during the stress test? the yellow ones?

  99. Data - # August 9th, 2007 at 4:30 pm

    Tison, it won’t save when the app crashes… So after making your settings, just exit the game normally and your new settings will be saved.

    Coil, those are debug graphics.

  100. Slappy Moose - # August 10th, 2007 at 2:32 am

    Hey Data, is the next version going to be a much more new content based version? New actors, weapons, or vehicles? (that turret thing?)

    Im not asking for a release date, just curious what will be made next.

  101. Galaxy613 - # August 10th, 2007 at 6:37 pm

    New content will most likely be saved for the actual release of the game.

  102. CGP114 - # August 10th, 2007 at 8:13 pm

    Tried it at friends and its awesome, Good work Data. I like the death and loss thing at the top! :P

  103. Wolfie - # August 11th, 2007 at 7:07 am

    The Palette needs fixing on vista! it goes magenta-epilepsy after 3 seconds in the menu!

  104. Daek - # August 12th, 2007 at 1:04 pm

    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. ;)

  105. finairfin - # August 12th, 2007 at 5:55 pm

    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

  106. JELL-O - # August 12th, 2007 at 6:49 pm

    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?

  107. CGP114 - # August 12th, 2007 at 10:07 pm

    are you puting build 13 mods in it?

  108. Kirby teh Pink - # August 13th, 2007 at 7:16 am

    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.

  109. JELL-O - # August 13th, 2007 at 9:25 am

    14 and 17

  110. theannoyed1 - # August 13th, 2007 at 3:13 pm

    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

  111. retroman - # August 13th, 2007 at 6:47 pm

    This build is pretty awesome, exept I crash alot, but thats probably cause I have in the upwards of fourty mods installed.

  112. JeCa - # August 14th, 2007 at 4:25 am

    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_.

  113. AJenbo - # August 14th, 2007 at 1:01 pm

    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.

  114. flameman1101 - # August 14th, 2007 at 10:52 pm

    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!

  115. JeCa - # August 15th, 2007 at 4:18 am

    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.

  116. retroman - # August 15th, 2007 at 12:56 pm

    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.

  117. penorsegawd - # August 16th, 2007 at 11:41 am

    hey data, when should we be expecting a new build?

  118. CrazyChao - # August 16th, 2007 at 3:29 pm

    muhahaaha….. this is ausome tho… we need a counter on if its 2 player the counter is seprate for players on same team

  119. Numgun - # August 17th, 2007 at 4:36 am

    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.

  120. lazermaniac - # August 17th, 2007 at 5:57 am

    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.

  121. Siverus - # August 17th, 2007 at 8:30 am

    Data, you’re sexy! You know that, right?

  122. Dab - # August 17th, 2007 at 12:42 pm

    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?

  123. Slappy Moose - # August 17th, 2007 at 5:20 pm

    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!

  124. JeCa - # August 18th, 2007 at 7:43 am

    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.

  125. Blob - # August 19th, 2007 at 5:05 am

    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??

  126. Blob - # August 19th, 2007 at 5:09 am

    Also Data, why When CC crashes it lags my comp’ so hard?

  127. Morbo - # August 19th, 2007 at 6:09 am

    No more crashes? LIES! There are like 50 dead rockets and dropships there.

  128. sylverone - # August 19th, 2007 at 3:27 pm

    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.

  129. blipflip - # August 20th, 2007 at 9:58 am

    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.

  130. K-Toke - # August 20th, 2007 at 3:04 pm

    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?

  131. Data - # August 20th, 2007 at 3:50 pm

    Sylverone, we have fixed a LOT of memory leaks for next build. It might fix this problem

  132. ELECTRIC CHEESE - # August 22nd, 2007 at 11:25 am

    Dling now.
    Not played cc for ages!

  133. cw - # August 26th, 2007 at 6:40 pm

    The setup file won’t run for 17. It seems to be corrupt…

  134. Data - # August 27th, 2007 at 2:23 am

    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

  135. cw - # August 27th, 2007 at 12:09 pm

    Ah, yes, the one at the top works.

  136. Tendrop - # March 26th, 2008 at 3:24 pm

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