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 Tiberium Mod 
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Joined: Fri Jul 31, 2009 4:11 am
Posts: 42
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Post Re: Tiberium Mod
Dragonchampion wrote:
I love what you have done with this. Any progress with making mutants spawn at the large crystals?

I am going to do my best to make a map where you have to hold out against the Tiberium and waves of mutants. as long as you can. :D

I also have a bug where the sonic fences do not do anything. Exactly what do you have to do to make them work and repel Tiberium? And, a question that will come up later is, do Sonic projectors keep out Mutants?

They seem to constantly emit a force that propels everything that travels above it into the air, occasionally with gibs for awesome effect.
Oh, and I pretty much just drop them out of dropships and they work fine.


Tue Jul 13, 2010 4:21 pm
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Joined: Sat Jan 30, 2010 4:07 am
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Sorry to bring this up again but the lag that its causing is making the game unplayable with the tyberium after a while.
Is there any progress on that?


Tue Jul 13, 2010 9:16 pm
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Joined: Thu Jun 10, 2010 6:08 pm
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Has anyone heard from commodore, or is this mod dead? :-(


Wed Jul 21, 2010 6:58 am
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Joined: Thu Apr 22, 2010 3:07 pm
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Location: Finland, Middle of Nowhere
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I don't think this one's dead, maybe he's just busy trying to make something work like it is supposed to, or he's just taking a break.


Wed Jul 21, 2010 9:40 am
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Joined: Sun Oct 11, 2009 7:47 pm
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I've been doing other things. Namely Crysis and trying to get android to run on my HD2.

As well as working on another mod.


Wed Jul 21, 2010 9:05 pm
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Is there a way to reduce the lag that it creates when it gets to later stages?


Wed Jul 21, 2010 11:00 pm
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Joined: Sat Mar 13, 2010 5:52 am
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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
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^^ 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
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Joined: Mon Apr 13, 2009 12:27 pm
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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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
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Joined: Fri May 15, 2009 10:29 am
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Actually, just 'AddToGroup = Tiberium' makes them immune already...


Thu Jul 22, 2010 6:09 am
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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
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Post 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
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What exactly do your updates include?


Thu Jul 22, 2010 8:30 am
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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
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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
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