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PARAN01A
Joined: Wed Apr 07, 2010 12:29 pm Posts: 9
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Re: Tiberium Mod
Sounds like a plan.
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Fri Jun 25, 2010 6:41 am |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: Tiberium Mod
New update, though there might be a few problems. Comments appreciated.
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Fri Jun 25, 2010 7:13 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Tiberium Mod
Duuude! This is very awesome. One complaint, though: the floaters are lacking in size. They're supposed to be dropship huge in the game.
But still, awesome nonetheless.
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Fri Jun 25, 2010 8:52 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Tiberium Mod
Sexy tunneling. But I must ask, what are with the explosions, and why are they so rare?
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Fri Jun 25, 2010 12:00 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Tiberium Mod
Commodore111 wrote: New update, though there might be a few problems. Oh deity this looks sexy. I have to check this out ingame.
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Fri Jun 25, 2010 1:30 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Tiberium Mod
The Decaying Soldat wrote: big ass meteor +1 to That
Attachments:
Bouldar.bmp [11.39 KiB]
Not downloaded yet
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Fri Jun 25, 2010 2:16 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
This is a fun mod, but the biggest problem for me is that when there was Tiberium covering most of Horiz land's surface and replacing the grass, the game lagged more than Shattered Horizon, and FPS rate was probably -1 when playing. I had to wait the longest 4 seconds of my life as my order came 15 minutes from ordering a Visceroid, because I had no actor/crab that didn't die from Tiberium other than a Floater that just floats, so I needed something to move around. Good thing you removed the glow effects from Tiberium, because my compy doesn't hate this mod now as much as it would have if this mod still had the glow.
Naxete, I think that boulder needs more Tiberium on the surface. At least on the bottom left corner.
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Fri Jun 25, 2010 2:23 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Tiberium Mod
carriontrooper wrote: Duuude! This is very awesome. One complaint, though: the floaters are lacking in size. They're supposed to be dropship huge in the game.
Well... We can't get everything accurate to canon right?
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Fri Jun 25, 2010 2:54 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Tiberium Mod
Magzone wrote: I think that boulder needs more Tiberium on the surface. I agree, but Commodore111 have the word now.
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Fri Jun 25, 2010 2:56 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Tiberium Mod
The Decaying Soldat wrote: carriontrooper wrote: Duuude! This is very awesome. One complaint, though: the floaters are lacking in size. They're supposed to be dropship huge in the game.
Well... We can't get everything accurate to canon right? Yes We Can! we just need more Tiberium!
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Fri Jun 25, 2010 3:12 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
carriontrooper wrote: we just need more Tiberium! To me, that equals more lag. Am I seriously the only one who has lag when this stuff is on the screen?
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Fri Jun 25, 2010 3:18 pm |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Tiberium Mod
Nope. It is horrible for me. I love the tiberium, but it lags. A lot.
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Fri Jun 25, 2010 6:52 pm |
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Draxonicar
Joined: Tue Jun 22, 2010 7:42 pm Posts: 63
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Re: Tiberium Mod
Am I the only one who gets MAJOR lag from just 1 of these things? Also-It seems that if I put a tiberium crystal down at the pre-match build phase...No enemies spawn EDIT-Just got the new version, works much better now
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Fri Jun 25, 2010 8:50 pm |
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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Re: Tiberium Mod
Very cool, however it lags too much. You should make each piece grow more, and make Tiberius in general clump less, that way you get a good effect without so many actors.
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Fri Jun 25, 2010 9:12 pm |
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Collective
Joined: Wed Mar 03, 2010 11:29 pm Posts: 122
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Re: Tiberium Mod
Is it possible to make the Sonic Projector's range longer? It appears that its maximum range is within the distance that you start taking damage from tiberium.
Idea: Sonic Fences, placed in bunker systems, that prevent tiberium from growing past a certain point.
Attachments:
File comment: When tiberium reaches this point, it is impossible to contain.
tib.png [ 220.91 KiB | Viewed 4932 times ]
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Fri Jun 25, 2010 11:09 pm |
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