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 The FBM CB 4200 - Now deployable in the field! 
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Joined: Fri Jul 24, 2009 9:03 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
Well, supposing the number became too large for the game and it became negative or some insane number? I guess that may cause a crash but I don't see how any number would be so large, there arn't any maps that can do that yet are there?


Tue May 11, 2010 1:40 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
Even if a number becomes ridiculously huge, the game should just limit it. Either way, you would have to spend a number of hours (or days, even) scrolling in one direction for that to occur, and that's only assuming you went into the script and modified it not to round off the number when the map loops.


Tue May 11, 2010 11:59 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
Sounds pretty time consuming.


Wed May 12, 2010 12:55 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
spungypirate wrote:
Unfortunately, my CC has decided to not allow this masterful mod to work. Less then 2 minutes after I drop the brain down, it will crash. No matter what I have done with it. Last time, I simply threw a grenade at a dropship, it exploded, then about 30 seconds later, when I was waiting for another dropship CC crashed. It stinks :oops: I don't get to enjoy your mod anymore.

I have the same problem, the difference being this mod has always done it to me. I refuse to disable it, though, because what little I did play of it made me giggle and twirl my hair like a Japanese school girl. I've bashed my head against it a couple of times, restarting Cortex Command shortly after it crashes. I've got a fair amount of mods (so it takes a bit to restart. x_x) so I'm not sure if that might be having an effect.

I tried deploying it, about thirty-to-sixty seconds later the game will crash.

I tried installing it module wise, about the same thing.
- But as a note, I did get it to work one time for a slightly extended amount of time when I installed it as a module and nothing but the module. After a while of me going "IT WORKS!" I started getting ballsy and clicked the the bombs in the air (like fireworks) and the game lifted its middle finger and told me to GTFO. Only conclusion I can draw is that it's overloading. With it pre-set and no other actors to switch to, it managed to handle the abuse to the extent where I can use the tool, but lightly.

Anyways, I hope this might help you in guessing the issue, sorry if it wasn't much.


Sun May 16, 2010 4:31 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
No, that's great. That tells me entirely what the issue is, and unfortunately, it's what I've been thinking all along - the mod is just too high-stress when combined with CC's engine for some computers to handle it. I'm not entirely sure where it's breaking down, but aside from severely limiting the functionality of the mod (removing most of the tools) there's not a lot I can do on my end. I wish I could say otherwise, but it doesn't look like something I can fix at this point.


Sun May 16, 2010 9:10 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
You could make a low-stress version for the people who needs it?


Sun May 16, 2010 9:16 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
That would basically be a version with only the selector and a version of the physics dragger that can only drag very slowly. The rest of the tools have been reported to crash, all in ways related to high stress on the CC engine, so they can't be included. It's much easier to let people just not use the tools than to put up a version that doesn't include them.


Sun May 16, 2010 9:20 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
What about implementing the Lua "garbage disposal code" so it dumps any excess code that would otherwise bog down the game? Of course, you'd have to attach it to every tool, but in theory, it would reduce a tremendous amount of lag...

...at least I think it works that way.


Sun May 16, 2010 9:41 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
I'm pretty sure TLB already put the code in, as he was the one who discovered it.


Sun May 16, 2010 9:43 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
Not quite. I forget who did discover it, but TLB 'only' publicised it.


Sun May 16, 2010 9:44 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
This guy pointed it out, and it's already implemented.


Sun May 16, 2010 10:28 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
Huh, It has decided to start working for me again. Hasn't crashed except the time I accidentally right clicked with it online. Dunno, must not have liked one of my other mods.


Fri May 21, 2010 9:14 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
Sorry for the bump, but it seems to crash the game a lot with memory overloads for me. I can't seem to fix this, even with my 8 GB Ram capacity.


Tue Jun 29, 2010 4:45 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
What OS do you have?


Tue Jun 29, 2010 5:08 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
Windows 7 Home Edition with a Intel core 2 quad processor. I don't understand why it messes up.


Tue Jun 29, 2010 6:49 pm
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