Author |
Message |
Solus
Joined: Wed Jul 21, 2010 4:58 am Posts: 12
|
 Re: Tiberium Mod
Is there a way to reduce the lag that it creates when it gets to later stages?
|
Wed Jul 21, 2010 11:00 pm |
|
 |
FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
|
 Re: Tiberium Mod
It might be from all the moids and crap. How about instead of seeing all the tiberium splinters just get rid of those sprites, expecially since the amount is exponential as the tiberium field gets bigger. So yea, trim some stuff.
|
Thu Jul 22, 2010 12:47 am |
|
 |
Dragonchampion
Joined: Thu Jun 10, 2010 6:08 pm Posts: 68
|
 Re: Tiberium Mod
^^ What he said. Any way to remove all but the basics? (The crystal shape and mini crystals) to completely stop lag?
|
Thu Jul 22, 2010 4:09 am |
|
 |
carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
|
 Re: Tiberium Mod
Maybe for the next release, make it so that to make an actor immune to tiberium, just add AddToGroup = TibImmune or something like that. Sometimes I'd like to separate between the tiberium and the actors which are immune to it. Thanks!
|
Thu Jul 22, 2010 6:05 am |
|
 |
Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
|
 Re: Tiberium Mod
Actually, just 'AddToGroup = Tiberium' makes them immune already...
|
Thu Jul 22, 2010 6:09 am |
|
 |
FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
|
 Re: Tiberium Mod
Well yea but he wants a separate category for his 147 tiberium immune actors, because they won't get cluttered in the one category
|
Thu Jul 22, 2010 6:43 am |
|
 |
Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
|
 Re: Tiberium Mod
Released what will probably be the last update. If anyone wants to make any changes and release it, go ahead. I have other stuff to do.
|
Thu Jul 22, 2010 6:48 am |
|
 |
FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
|
 Re: Tiberium Mod
What exactly do your updates include?
|
Thu Jul 22, 2010 8:30 am |
|
 |
Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
|
 Re: Tiberium Mod
I honestly don't remember. What I do know for sure is that it is a bit less laggy, and I changed the way it replaces terrain. You shouldn't have random crystals flying out of the ceiling.
|
Thu Jul 22, 2010 9:58 am |
|
 |
Dragonchampion
Joined: Thu Jun 10, 2010 6:08 pm Posts: 68
|
 Re: Tiberium Mod
I was woundering about that. I sometimes had my brain a mile underground, when suddenly tiberium a mile up sends a single crystal to infect my brain... 
|
Thu Jul 22, 2010 6:20 pm |
|
 |
Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
|
 Re: Tiberium Mod
Dragonchampion wrote: I was woundering about that. I sometimes had my brain a mile underground, when suddenly tiberium a mile up sends a single crystal to infect my brain...  It smells your fear... and your brains in jars.
|
Thu Jul 22, 2010 9:56 pm |
|
 |
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
|
 Re: Tiberium Mod
very nice and works a treat just dont know how to make it really effective 
|
Wed Dec 22, 2010 11:42 pm |
|
 |
sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
|
 Re: Tiberium Mod
Is this working with B24?
|
Thu Dec 23, 2010 2:21 am |
|
 |
Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
|
 Re: Tiberium Mod
I don't see why not.
|
Thu Dec 23, 2010 2:25 am |
|
 |
cheezy01
Joined: Fri Mar 05, 2010 3:59 am Posts: 11
|
 Re: Tiberium Mod
ok well i have seen this mod and i like this is just a request but could you make it like when someone or something dies in the tiberium they turn into some kind of tiberium creature thing but just a suggestion and thanks
|
Thu Dec 23, 2010 1:08 pm |
|
 |
|