| Author | Message | 
        
			| ludsoe 
					Joined: Tue Jan 18, 2011 7:50 am
 Posts: 170
 Location: 2 Miles underground on some planet in a vault.
   |   Re: Tiberium Mod ExtendedUpdate for you guys. I wont upload till I fix some more laggy features. -Isolated Blue Tiberium lag (Its from the dig particles) -Green Tiberium shouldn't lag in large amounts. (Unless your doing huge battles combined with a load of lua) -Tested many times against common factions -If i missed some pm me the links to the downloads- *Vanilla -Shouldn't lag much- *Zombots -Lags- (Reason: glows and Zombot regeneration) *Crabs -No lag at all- (I know this isnt a faction but its funny watching crabs die.     ) (I used the crab expansion) *Dummy expansion -Minor lag- (Reason:     ) -Started work on making Tiberium target Balloon crabs. *Should they turn into floaters or balloon crab floater hybrid? -Tested with multiple players *No lag until my friend nuked it. -Tested with the "game crashing CIR artillery"  *works fine almost no lag *Tiberium CAN destroy the atillery (Questions on what I'm doing and suggestions for it are requested.)
 
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			| Mon Feb 07, 2011 8:01 am | 
					
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			| The Decaying Soldat 
					Joined: Thu May 15, 2008 11:40 am
 Posts: 1527
 Location: In heaven, everything is fine.
   |   Re: Tiberium Mod ExtendedIt lags once the tiberium grows everywhere. Though I think it's hard to make it completely lag free. 
 
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			| Mon Feb 07, 2011 5:06 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.
   |   Re: Tiberium Mod ExtendedThe Decaying Soldat wrote: It lags once the tiberium grows everywhere. Though I think it's hard to make it completely lag free.Define Everywhere please. What size of the map are you using, how many actors are there. Are you using anything else that's lua based. Also how much of the map was infected. Cause if its a large amount its probably all the Tiberium digging at once, this causes almost unnoticeable lag in small amounts. But becomes unbearable in large amounts. I'd like to do some tests with the map and mods you are using.
 
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			| Tue Feb 08, 2011 12:34 am | 
					
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			| The Decaying Soldat 
					Joined: Thu May 15, 2008 11:40 am
 Posts: 1527
 Location: In heaven, everything is fine.
   |   Re: Tiberium Mod ExtendedI was on grassland1, mainly using thesoupiest's Lazarus Brigade pack fighting vanilla stuff. 
 
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			| Tue Feb 08, 2011 1:16 am | 
					
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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.
   |   Re: Tiberium Mod ExtendedThe Decaying Soldat wrote: I was on grassland1, mainly using thesoupiest's Lazarus Brigade pack fighting vanilla stuff.Ok It is proven that Tiberium lags in large amounts. I think its from the creation of the ground particles in rapid success.  Update: Got a working skirmish out. Tested it, it runs great until 5 minutes into the game.  Things in the current skirmish.  -Meteors fall -Started base work of infected craft. -The infected rockets are immune to Tiberium. Can somebody post some awesome Tiberium Infected rockets.  (This mod will also use my rocket mk3 extension.)
 
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			| Tue Feb 08, 2011 6:33 am | 
					
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			| Tokochiro 
					Joined: Mon Jun 28, 2010 3:54 am
 Posts: 806
   |   Re: Tiberium Mod ExtendedUhmm,tiberium would just convert the rocket,since the rocket is not organic to mutate with tiberium,unless you made a floater   
 
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			| Wed Feb 09, 2011 12:54 am | 
					
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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.
   |   Re: Tiberium Mod ExtendedTokochiro wrote: Uhmm,tiberium would just convert the rocket,since the rocket is not organic to mutate with tiberium,unless you made a floater   I mean infected as the rocket isn't fully Tiberium yet, but none the less its covered in Tiberium and the inhabitants are viseroids or floaters.
 
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			| Wed Feb 09, 2011 1:25 am | 
					
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			| Jeffman12 
					Joined: Thu Dec 28, 2006 2:50 am
 Posts: 32
   |   Re: Tiberium Mod ExtendedIt'd be neat to see... I dunno, an item or something that prevents the actor/craft equipped with it from becoming a vector for further tiberium infection.Call it a harmonic resonator or something. That's supposed to be the effective way of dealing with it. Basically, it kills tiberium within a radius based on the unit's signal strength. Other things based on this tech would be the Disruptor, sonic grenade, and sonic emitter(Similar to disruptor, but fires in pulses instead of a beam)
 
 And honestly, I think the best option for tiberium to perform well and actually see any kind of actual use in the future(beyond current) is to mitigate the terrain rape somehow, decrease field density by limiting how close formations can grow to one another.
 
 
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			| Sat Feb 12, 2011 5:19 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.
   |   Re: Tiberium Mod ExtendedOk Jeff ill look into that. Haven't had much time recently though to do this. 
 
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			| Sat Feb 19, 2011 6:01 am | 
					
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			| Commodore111 
					Joined: Sun Oct 11, 2009 7:47 pm
 Posts: 132
   |   Re: Tiberium Mod ExtendedI've tried that. However, to avoid having formations growing near each other would involve checking the distance to all tiberium crystals on the map. That might cause a bit more lag than it's worth. I might come back to this to help out a bit. 
 
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			| Sat Feb 19, 2011 6:51 am | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Tiberium Mod ExtendedCould always have it change to a nongrowing one after there's a certain amount of tiberium around it, so the stuff on the sides would keep on growing but the stuff in the middle would be 'dormant'. 
 
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			| Sat Feb 19, 2011 9:08 am | 
					
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			| bioemerl 
					Joined: Sat Dec 18, 2010 6:11 pm
 Posts: 285
   |   Re: Tiberium Mod Extendedfor the skirmish wave, just make a tiberium meteor, and start a countdown
 countdown goes up you win
 you die before it goes up lose
 
 minable, maby have it gib into a green, or blue gold terrain?
 
 
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			| Mon Feb 21, 2011 3:02 am | 
					
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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.
   |   Re: Tiberium Mod ExtendedThe gold gibs are probably the easy part. Currently I'm trying to find better ways to delag it without removing a lot of its functions. Also I'm seeing if i can change the Tiberium from being made of actors. 
 
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			| Mon Feb 21, 2011 11:07 am | 
					
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			| Commodore111 
					Joined: Sun Oct 11, 2009 7:47 pm
 Posts: 132
   |   Re: Tiberium Mod ExtendedI've considerably sped it up in my spare time, I might post it if it helps. I also reworked the tunneling system, but that still needs some changes. EDIT: I have to go to bed now, but does anyone have an idea on how to restrict long term tiberium clutter, while still allowing it to grow? By the way, the new version is awesome. Drops to 25 fps from 50 after infesting the whole tutorial bunker... at least it's a start   .
 
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			| Thu Feb 24, 2011 6:32 am | 
					
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			| bioemerl 
					Joined: Sat Dec 18, 2010 6:11 pm
 Posts: 285
   |   Re: Tiberium Mod Extendedyou could make tiberium stop growing over certain areas that it has already infested, (it ate all recources that were there).  Anyway this is about ludsoles mod
 oh crap you made the mod!!!?!?!?!!
 
 never mind, I didn't look and was slightly mad that you copied ludsole and edited the tiberium mod also, but YOU MADE THE ORIGINAL
 lol, big mistake by me
 
 
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			| Fri Feb 25, 2011 12:11 am | 
					
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