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 The FBM CB 4200 - Now deployable in the field! 
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Post Re: The FBM CB 4200 - Now deployable in the field!
CrazyMLC wrote:
The lasso has trouble picking up item off of terrain, like an actor walking along.
So, I pull it that little extra to get it off the ground, and it shoots off once it gets off the terrain and disappears. Can you please fix this?

Not really. The only way to fix that would be to severely screw with the physics of it, which would just make it buggier. Think of it this way - if there's something stuck in the ground, it's hard to pull out with a rope. CC actors are always slightly stuck in the ground, so it ends up working this way. Sorry :-(
Lizard wrote:
This needs a freeze tool, like, not the turn-into-terrain kind of freeze, but more like the whoops-I-froze-you-oh-you-are-ok-lol kind of freeze.

Sure, I'll add that in later.
Samohan25 wrote:
One small error, when changing a player's controlled actor the script won't check it it's already controlled, bad if you have two players. Also, two of these don't work, rather than allow crashes they simply shouldn't work.

Yeah, I should probably fix that. It's not really intended for multiplayer anyway.
411570N3 wrote:
After a fairly short by high density period of using the FBM, the memory being used by CC was about 1.3 GB. This might be a problem.

Unfortunately, this is just one of the things that CC does, and I have no control over it. Lua seems to make it worse, and I would guess that this is the problem (my test computer has 6 gigs of RAM so clearly it isn't a problem).


Fri Nov 20, 2009 5:22 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
TheLastBanana wrote:
I haven't experienced many crashes, and most of the ones people are reporting to me can't be reproduced on my end. This happened with the Hoverboards too - I'm really starting to wonder what is going on.[/quote
TheLastBanana wrote:
my test computer has 6 gigs of RAM
Huh. I'm thinking your computer would pretty much eliminate a large majority of lag crashes.


Last edited by 411570N3 on Sat Nov 21, 2009 5:35 am, edited 1 time in total.



Fri Nov 20, 2009 6:48 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
I got an issue once where Lua ran out of memory and did some weird ♥♥♥♥ and dropped movableman's actor tables.
EDIT:
With this as the only hacky mod runing at the time.


Fri Nov 20, 2009 7:04 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
Except for the occasional crash, I am REALLY enjoying this mod. Be very careful when handling any braincase, as it will smash when you go one pixel too far.


Sat Nov 21, 2009 3:21 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
I made the mistake of deploying this as my brain into my impenetrable mega doom fortress of epic size, which was already lagging. :roll: I had to put the computer out of its misery and pull the plug after it started making a loud WHIRRRRR sound and the FPS dropped to >0.1

This is probably due to the fact that my processor speed is 2.20GHz and my RAM a pitiful 512MB.

Basically; if your computer isn't some raging beast of processing, don't try putting this thing on a crowded map.


Sat Nov 21, 2009 3:37 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
My biggest issue with this mod is the fact it'll cripple your machine EVEN AFTER CLOSING CORTEX COMMAND.

How much memory does it use??


Sat Nov 21, 2009 3:46 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
Since CC is 32 bit, having 6 gigs of RAM doesn't actually do you any good. On 32 bit machines (running 32 bit apps, of course), any given process can access up to 2 GiBs of RAM, and on 64 bit machines running 64 bit apps each process can access 1.71798692 × 10^10 GiB of RAM.


Sat Nov 21, 2009 4:05 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
That, good sir, is alot.


Sat Nov 21, 2009 4:06 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
Dr. Evil wrote:
Since CC is 32 bit, having 6 gigs of RAM doesn't actually do you any good. On 32 bit machines (running 32 bit apps, of course), any given process can access up to 2 GiBs of RAM, and on 64 bit machines running 64 bit apps each process can access 1.71798692 × 10^10 GiB of RAM.

If you use the /3GB start swich, 3GB of ram can be used. Or atleast on windows.
EDIT:
Assuming the application has some flag that says it works with 3GB.


Sat Nov 21, 2009 4:51 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
Regardless, there is definitely a memory leak. I'm going to do what I can to find which function is causing it, but there's a lot of code to sift through. Any help would be appreciated.
Exalion wrote:
My biggest issue with this mod is the fact it'll cripple your machine EVEN AFTER CLOSING CORTEX COMMAND.

Cortex Command has a tendency to leave its process lingering and using up memory. Check your process list and see if there are any CC processes open.

EDIT: Upon further investigation, I may have been wrong. CC's memory allocation is odd - somehow, 5 seconds into the brain's creation, even with all Update functions commented out, memory starts rising. 10 seconds later it stops. I tried re-enabling the code and the same thing happens. Given that, it's certainly not the code causing problems.


Sat Nov 21, 2009 4:57 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
Does it only start when the brain is placed? that would be odd, especialy since 2-player brains are allocated to a player once the game starts, brains can't use that much memory can they?


Sat Nov 21, 2009 8:22 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
TheLastBanana wrote:
Regardless, there is definitely a memory leak. I'm going to do what I can to find which function is causing it, but there's a lot of code to sift through. Any help would be appreciated.
Exalion wrote:
My biggest issue with this mod is the fact it'll cripple your machine EVEN AFTER CLOSING CORTEX COMMAND.

Cortex Command has a tendency to leave its process lingering and using up memory. Check your process list and see if there are any CC processes open.


Yeah, been playing this since build 13. I terminate the process every time it crashes, I remember when it used to be so crude you had to kill the process even when cleanly shutting down the game.

The memory was STILL 'injured' even after that!!


Sun Nov 22, 2009 1:50 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
Strange how, even when I got a dual core 2.0ghz processor and only a puny 1GB stick of ram, and even leaking ram at the point of using 70% of it (96% with windows processes) I don't get any kind of performance problems, and when I close Cortex Command the ram goes back where it should be, after 10 seconds within closing cortex command.
Also, I crash a few seconds after eveytime I right click with this brain unit selected, but it isn't a big problem since it's the only thing I need to kill my enemies :smile:
Also, don't fix the lasso tool, as it is like a interdimensional rope that makes everything dissapear after getting to a certain speed, and if used correctly it can make any puny piece of solid matter into a deadly airbust or crushing bomb.


Sun Nov 22, 2009 6:12 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
The lasso is no fun. It doesn't work.

Make a tool that makes a black hole appear at the pointer.

And a tool that drops crabs, 4 teh lulz.


Sun Nov 22, 2009 7:41 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
Maybe copy and paste cursors? The copy cursor will store the instancename of the selected item, and paste will spawn it, regardless of what you put it on. Should be fun exploding coalition's heads with dummy gibs.


Sun Nov 22, 2009 7:44 am
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