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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: The FBM CB 4200 - Now deployable in the field!
Warguy wrote: Lolfail
It's probably something with your comp, or the FBM itself. Could you be any less helpful?
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Wed Apr 07, 2010 7:23 pm |
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Borg184
Joined: Sun Nov 22, 2009 3:15 am Posts: 3
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Re: The FBM CB 4200 - Now deployable in the field!
Natti wrote: Don't try to use Pie menu. Then how do I start using it?
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Wed Apr 07, 2010 7:54 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: The FBM CB 4200 - Now deployable in the field!
I mean... Don't use the pie menu when qou have the cursor selected.
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Wed Apr 07, 2010 8:22 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: The FBM CB 4200 - Now deployable in the field!
Borg184 wrote: Natti wrote: Don't try to use Pie menu. Then how do I start using it? Q and E
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Thu Apr 08, 2010 4:09 am |
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Raijuuta
Joined: Tue Feb 09, 2010 10:21 pm Posts: 49
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Re: The FBM CB 4200 - Now deployable in the field!
Come On man try fix the lagg this mod ae awesome, one time i catapult a coalition toh the drop shi conteiner
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Mon Apr 19, 2010 7:52 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: The FBM CB 4200 - Now deployable in the field!
it's impossible at the moment
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Mon Apr 19, 2010 8:20 pm |
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Cmdr 5ir
Joined: Sun Feb 28, 2010 5:29 am Posts: 172
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Re: The FBM CB 4200 - Now deployable in the field!
what lag are you all talking about?
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Mon Apr 19, 2010 8:35 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: The FBM CB 4200 - Now deployable in the field!
Lua in cc currently causes memory leaks to happen. This is dan's fault, but that's just cause he's the one that made this awesome game.
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Mon Apr 19, 2010 9:04 pm |
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Kalidor
Joined: Mon Apr 19, 2010 11:17 pm Posts: 8
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Re: The FBM CB 4200 - Now deployable in the field!
There should be a way to manually dump the garbage in the Lua script. This should solve all the crashing problems.
Edit: And there is, in the list of Lua functions. Granted, this was made by a developer, so he should know about it. But how would you implement it without creating further complications? (I.e. having certain functions not occurring.)
Second Edit: I just tested this theory out. By adding _G.collectgarbage = true; Before the last "end" on the "Computer" lua script, I have no lag. It does not crash. I can do whatever function i want. It is perfect =)
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Mon Apr 19, 2010 11:22 pm |
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Dr. Evil
Joined: Mon Aug 17, 2009 3:00 am Posts: 242 Location: The Great White North
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Re: The FBM CB 4200 - Now deployable in the field!
Kalidor wrote: ... Before the last "end" on the "Computer" lua script... The last "end" on the Update(self) function? EDIT: Yup, the end of the Update(self) function. And since adding it, I have not crashed once, and have not experienced any more lag than CC normally throws. Mind you, this may just be coincidence, but this seems legit.
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Tue Apr 20, 2010 12:14 am |
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Kalidor
Joined: Mon Apr 19, 2010 11:17 pm Posts: 8
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Re: The FBM CB 4200 - Now deployable in the field!
Mind you, this is not a perfect fix, cortex command WILL crash if you overload it with too many functions (I.e. using "grow" several times in quick succession has always made me crash). However, expanding on this garbage collect function further could fix more issues. I'll be playing around with _G.collectgarbage = true; placement for a while until TheLastBanana decides to post about it. Hope this adds to the "fun" factor of this mod!
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Tue Apr 20, 2010 1:31 am |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: The FBM CB 4200 - Now deployable in the field!
Never messed with Lua language, does it look like: Code: [tab][tab]end [tab]end _G.collectgarbage = true end (psp's don't tab)
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Tue Apr 20, 2010 1:32 am |
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Kalidor
Joined: Mon Apr 19, 2010 11:17 pm Posts: 8
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Re: The FBM CB 4200 - Now deployable in the field!
FuzzyMelon wrote: Never messed with Lua language, does it look like: Code: [tab][tab]end [tab]end _G.collectgarbage = true end (psp's don't tab) Its right before Destroy(self) function. Code: end else --Load. self.Frame = math.floor(((self.startup - self.startupTimer:LeftTillSimMS(self.startup)) / self.startup) * 7); end _G.collectgarbage = true; end
function Destroy(self) And don't forget your semicolon ";" at the end of "true"
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Tue Apr 20, 2010 1:39 am |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: The FBM CB 4200 - Now deployable in the field!
Heh, I wasn't off at all. But I get it now, that whole string refers to update(self). The indexing is a bit like INI coding, thanks for that Koolidor. I think I'll try and pick up some basic Lua language so I can help myself out later.
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Tue Apr 20, 2010 1:45 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: The FBM CB 4200 - Now deployable in the field!
Kalidor, I seriously cannot believe that solved it. That's something that should be included in the game by default to run every x number of frames (oddly, it seems to, but at a 2-minute mark or something). Adding it in right now, and I'll go write this up in the Lua Scripting section. The FBM now collects garbage every 10 seconds, so it should keep it from lagging too much.
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Tue Apr 20, 2010 2:48 am |
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