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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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 Re: Tiberium Mod
I believe that the sonic fence is a great idea.
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Sat Jun 26, 2010 12:21 am |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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 Re: Tiberium Mod
This stuff is awesome. Needs an activity of just the tiniest spores falling onto the map from space. I have not yet worked out a good way to destroy the stuff before it spreads, poisoning all my actors.
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Sat Jun 26, 2010 3:16 am |
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HighEndNoob
Joined: Mon Feb 22, 2010 2:48 am Posts: 26
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 Re: Tiberium Mod
Hint: Water stops tiberium growth. Tiberium floats, and any underwater stuff is safe.
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Sat Jun 26, 2010 4:25 am |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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 Re: Tiberium Mod
HighEndNoob wrote: Hint: Water stops Tiberium growth. Tiberium floats, and any underwater stuff is safe. Woulden't that mean "Tiberium Algae" would start to grow soon ? 
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Sat Jun 26, 2010 5:41 am |
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JangkrikBusterII
Joined: Thu Nov 19, 2009 1:35 pm Posts: 176 Location: Kartasura, Indonesia. Sit in front of my computer
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 Re: Tiberium Mod
Awesome! Though it is laggy enough. And, this is the second mod which can break Dauss's flying brain vault. Try your Brain Vault at top of the map and Tiberium mod on surface of the map.
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Sat Jun 26, 2010 5:47 am |
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Apollon
Joined: Sun May 16, 2010 3:04 am Posts: 52
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 Re: Tiberium Mod
I love the mod, but am having an issue that is making it unusable.
The issue I have found is that after the blue crystals start coming out. The particle count of the game steadily rises (and fast!) and thusly eats up all my computer resources.
My theory is that, since the blue seeds seem to be heavier, they dig back under the old green seeds and start whole new fields under the old one, which leads to layers and layers of fields all producing particles (not good)
I tested this theory on The Pit ( a skinny map with vertical walls...so as to contain the spread and see if the particles rose anyway) and the particle count stayed around 400-500 for a while, and then the blue crystals started forming and soon I was at 8000 and climbing almost another 500 every second.
I'm really surprised how this mod eats resources. Even on the smallest maps it brings me down to .05 speed in only a few minutes!
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Sat Jun 26, 2010 7:28 am |
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ucdeath
Joined: Sat Jun 26, 2010 2:38 pm Posts: 4
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 Re: Tiberium Mod
love the mod but as plenty of other people said it suffers from game killing lag! as said above its ok for the most part with only a little slow down untill the blue tiberium shows up then its game over. if you can get the lag fixed this gose into the top 10 mods for CC easy!
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Sat Jun 26, 2010 2:45 pm |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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 Re: Tiberium Mod
Apollon, I APPROVE this theory! I tested it and put 1 blue crystal. it rose from about 400 or 500 to 2000 in seconds. I then tested just green. Before the blue sprouted, it was very light. my FPS was about 34, and afterwards it dropped rapidly, as the particle count grew to great numbers. I ended up falling asleep. Then, I woke up with -14 fps, due to the fact that it took literally 10 minutes to order a dropcrate. The particle count was about 10,000,000,000 or so. Soon after, my CPU froze. So now we know what the lag is.
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Sat Jun 26, 2010 2:53 pm |
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Magzone
Joined: Thu Apr 22, 2010 3:07 pm Posts: 19 Location: Finland, Middle of Nowhere
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 Re: Tiberium Mod
So now we know that blue Tiberium = massive amounts of lag and other stuff that slows everything down. What can we do about it, then? By the way, how do you guys get all the fps and other little statistics to show up?
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Sat Jun 26, 2010 3:37 pm |
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Kiktamo
Joined: Sat Feb 13, 2010 5:27 am Posts: 23
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 Re: Tiberium Mod
Magzone wrote: So now we know that blue Tiberium = massive amounts of lag and other stuff that slows everything down. What can we do about it, then? By the way, how do you guys get all the fps and other little statistics to show up? That would be ctrl + P. Also akblabla's water does indeed stop the growth. It seems that some other lua based creations are not yet "water" proof. Which I actually find pretty cool. But yeah a way to stop all the clumping together and limit the lag effects of the blue tiberium would be nice.
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Sat Jun 26, 2010 4:47 pm |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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 Re: Tiberium Mod
New version out. Added meteor and removed blue tib for now. 
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Sat Jun 26, 2010 6:26 pm |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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 Re: Tiberium Mod
Now I can fill my map and turn off FPS Limits, and get 333 fps! Holy ♥♥♥♥!
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Sat Jun 26, 2010 6:57 pm |
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Collective
Joined: Wed Mar 03, 2010 11:29 pm Posts: 122
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 Re: Tiberium Mod
Next, I think you could make things designed for fighting Tiberium. Hazard-suit actors, Tiberium-killing bombs, etc.
Also, I still think you could increase the Projector's range.
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Sat Jun 26, 2010 10:04 pm |
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ucdeath
Joined: Sat Jun 26, 2010 2:38 pm Posts: 4
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 Re: Tiberium Mod
runs so much better now but i think the sonic projector was much better befor the update that removed blue tib
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Sat Jun 26, 2010 10:17 pm |
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Magzone
Joined: Thu Apr 22, 2010 3:07 pm Posts: 19 Location: Finland, Middle of Nowhere
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 Re: Tiberium Mod
Drop the meteor into the crater in zombie cave, leave it there for a while, order the sonic projector and try to get rid of the Tiberium. The projector's recoil is all messed up, as the user shakes back and forth like during an earthquake. It's hard to use the tool when trying to get the Tiberium from a tricky spot. Also, now that the blue Tib doesn't appear, the game doesn't lag as much as before, and you see more quickly how the Tib spreads across the map, to the point i had to nuke 1/3 of the Zombie cave to stop the spreading of the Tiberium. Awesome stuff! Even the bigass AAL nuke wasn't able to get rid of it all in one explosion, and a MDC nuclear rocket had to quickly clean off the rest of the Tiberium infesting the cave. Stuff that just refuses to go down quietly and easily while trying to spread around... I love this thing.
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Sat Jun 26, 2010 10:32 pm |
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