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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Tiberium Mod Extended
I will try this out, but what's the point of not removing the sparks?
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Wed Jan 26, 2011 10:03 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Tiberium Mod Extended
The sparks were removed to reduce lag.
Last edited by 411570N3 on Tue Feb 01, 2011 12:00 am, edited 1 time in total.
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Wed Jan 26, 2011 10:08 pm |
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Commander
Joined: Sat Jan 22, 2011 3:42 pm Posts: 16 Location: A War-zone in Earth
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Re: Tiberium Mod Extended
The Tiberium story is really interesting, interesting enough for me to download the mod
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Wed Jan 26, 2011 10:10 pm |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Tiberium Mod Extended
411570N3 wrote: THe sparks were removed to reduce lag. he said they're just invisible.
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Wed Jan 26, 2011 10:30 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Tiberium Mod Extended
He then subsequently said it was removed.
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Wed Jan 26, 2011 11:04 pm |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Tiberium Mod Extended
411570N3 wrote: He then subsequently said it was removed. "File comment: V.36 Still has invisible sparks but with new brain and bunker buster." He says that on the front page, newest version E5.
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Wed Jan 26, 2011 11:11 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Tiberium Mod Extended
I see. Then he put them back in to retain functionality but give the same appearance as the eventual product.
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Wed Jan 26, 2011 11:13 pm |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Tiberium Mod Extended
No replies in 2 days... Hmm...
This doesn't really help anything. If you want to ask how progress is going, do so, don't just make some silly observation to the world. -Duh
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Sat Jan 29, 2011 3:36 pm |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Tiberium Mod Extended
sam123486 wrote: No replies in 2 days... Hmm... I'm hard at work. Just having small problems.
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Sat Jan 29, 2011 11:01 pm |
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b75498
Joined: Fri Jan 28, 2011 3:32 am Posts: 39
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Re: Tiberium Mod Extended
how do i get tiberium do i wait for it to come down in a meteor or what
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Mon Jan 31, 2011 6:55 am |
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yoyoman
Joined: Sun Jan 30, 2011 6:02 pm Posts: 34 Location: Cold and dark Finland
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Re: Tiberium Mod Extended
its great i like the way it eat the ground
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Mon Jan 31, 2011 2:17 pm |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: Tiberium Mod Extended
yoyoman wrote: its great i like the way it eat the ground ya that is so kick ass I wish you could mine it though :/
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Mon Jan 31, 2011 8:06 pm |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Tiberium Mod Extended
gtaiiilc wrote: yoyoman wrote: its great i like the way it eat the ground ya that is so kick ass I wish you could mine it though :/ Ive been thinking about that. Here's some options. Abduction (ups) No tools needed (downs) not at all Tiberium mining more like collecting Gold gibs (ups) easy to make (downs) gold spam -the Tiberium expands by gibing into smaller bits of itself which grow-
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Tue Feb 01, 2011 12:29 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 Extended
What if we use some fancy .lua to detect if a special digger hits tiberium, then deleting that tib and adding some funds? Someone with good lua-fu, please script it!
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Tue Feb 01, 2011 5:39 am |
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yoyoman
Joined: Sun Jan 30, 2011 6:02 pm Posts: 34 Location: Cold and dark Finland
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Re: Tiberium Mod Extended
it's so awesome when your guys are in a cave, then suddenly tiberium crashes in to the cave and then your guys panic
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Tue Feb 01, 2011 1:58 pm |
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