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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!
I had a deltatime of 0.03 :P
changed it to 0.022 and it's better now.


Sat Jan 09, 2010 9:32 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
Update, I added in hotkeys. They work according to CrazyMLC's post, but can be reconfigured in Bindings.lua.


Sat Jan 09, 2010 10:43 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
The turret AI doesn't fire semiautomatic weapons.


Sat Jan 09, 2010 10:51 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
Which weapon in specific are you using? All of them are working fine for me.
Also, I just changed the default Burster binding to O instead of U, because U conflicts with the switch button in some control schemes. I also changed the Eraser to A, because E also causes switching.


Sat Jan 09, 2010 10:54 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
The Heavy Sniper only fires once and then doesn't do anything, unless controlled with the reticle tool.

Edit: Heavy Sniper is just an example. It happens with any non-automatic weapon.


Also, what's with the distance limit for the reticle tool? If you move your mouse too far from the weapon, it stops firing. it makes awesome sniper shots really hard.


Sat Jan 09, 2010 11:07 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
I made it that way so that you wouldn't be controlling every turret on the map at once. It would be fairly annoying if you had, for instance, some uber cannon turrets against a wall and you clicked and they all fired and blew things up that you weren't even aiming for. This way you can have multiple sections of turrets going at once. Now that I think of it, to relate that variable to the SharpLength of the weapon.
Now that I've done some more testing, I see what you mean. For me they fire a few shots and then quit. I'll take a look and see what I can do.

EDIT: Fixed it. I couldn't tell you why, but If the AI keeps trying to fire for too long, semi-automatic weapons just give up and stop, even though they're activated. Now the AI "lets go of the trigger" for a tiny amount of time that nobody would even notice every two and a half seconds. Why it works this way, I don't know, but the problem is fixed. Also, turrets can aim for a minimum of 500 pixels (which it was at before) and if the weapon's range is more, it aims further. I'm afraid to say that the sniper's range is 520. Oh well.

EDIT EDIT: Turrets now aim for headshots instead. This also means that it will actually fire if somebody's head is sticking over a hill instead of waiting until they're fully exposed.


Sat Jan 09, 2010 11:16 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
It still crashes too often.


Sat Jan 16, 2010 8:42 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
Proper bug reporting suggests that you tell him why it crashes and how to duplicate it.


Sat Jan 16, 2010 3:30 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
if you move around a turret'd gun it starts shooting randomly.


Sat Jan 16, 2010 10:15 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
Did that wiht a digger here the other day, it got a life on it's own.


Sat Jan 16, 2010 10:33 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
ProjektTHOR wrote:
Proper bug reporting suggests that you tell him why it crashes and how to duplicate it.

I thought I'd just be redundant. I meant that the ones that occured for the reasons I already stated still do.

That is, random peaks in lag, and sudden crashes, you don't have to be doing anything in particular. Just while that thing is deployed, at some point.


Sun Jan 17, 2010 8:34 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
Hey btw TLB, the Lasso still says NEW! even though the Recipticle and Turret are newer.


Sun Jan 17, 2010 6:45 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
dragonxp wrote:
Hey btw TLB, the Lasso still says NEW! even though the Recipticle and Turret are newer.

Forgot to change that, thanks for the reminder.

ShnitzelKiller wrote:
That is, random peaks in lag, and sudden crashes, you don't have to be doing anything in particular. Just while that thing is deployed, at some point.

I still can't do anything at all about it unless I have specifics on when it's crashing or lagging - what tool do you have out? What are you clicking? What level are you on? Have you changed your DeltaTime at all? I can't just fix things by pushing the "stop crashing" button. I need specifics, or I'm never going to find the bugs.


Sun Jan 17, 2010 7:18 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
I have a plain, unmodified CC that I am testing this out with, and consistently, on every map, if I use it for too long or attempt large feats it crashes.

The following situations have made me crash:
Too many turrets.
Lag from explosions.
High particle counts.
Moving objects at high speeds with the dragger/lasso tool.


I think you need to optimize your code, because most of my crashes happen in high stress situations, and it would also explain why you don't get crashes with your super computer. I'd recommend trying to optimize the code.


Sun Jan 17, 2010 7:24 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
At this point, there's nothing I can optimize. Every piece of code in there was reworked multiple times to get it as lagless as possible. Keep in mind that everything this does relies on CC's engine - it's not really designed with mods like this in mind.
If you're crashing with too many turrets, there is only one way to fix this, and that is to leave the turrets with no AI. Either that, or you're going to have to not place as many turrets.
If you're having lag from explosions... Well, that's not really the mod, is it? Big explosions in CC have always lagged, regardless of whether you're using a this mod or not.
High particle counts are also not something I can optimize. Assuming you're talking about the pencil and eraser tools, I will admit that those are pretty laggy. However, if you'd seen them in their original state, you would understand how much time was put into optimizing them - it's either this, or they will draw and erase way slower.
Moving objects at high speeds in any way is also a problem that CC's engine has. That's where you get things like MO mismatch errors and such - the game just isn't designed to move things that fast. I've already got limits imposed on how fast MOs can move when held with those tools, which are taken from data that you guys gave as to what speed caused crashes. However, if there's any way you can figure out how fast the actor is going when it's crashing, I can make the limits lower.

Either way, thanks for specifics. I've done what I can in those situations, but as with any Lua-based mod at this point, the CC engine really is the part that is ultimately restricting optimization. The more specific you get, the better I can come up with a workaround for it, but there's some things that truly can't be fixed due to the way that Lua has been implemented into CC.


Sun Jan 17, 2010 7:33 pm
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