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

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

  2. 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! 😛

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

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

  4. 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. 😉

  5. 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

  6. 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?

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

    are you puting build 13 mods in it?

  8. 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.

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

    14 and 17

  10. 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

  11. 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.

  12. 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_.

  13. 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.

  14. 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!

  15. 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.

  16. 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.

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

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

  18. 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

  19. 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.

  20. 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.

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

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

  22. 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?

  23. 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!

  24. 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.

  25. 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??

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

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

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

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

  28. 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.

  29. 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.

  30. 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?

  31. 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

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

    Dling now.
    Not played cc for ages!

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

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

  34. 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

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

    Ah, yes, the one at the top works.

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