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 Tiberium Mod Extended 
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Joined: Tue Jan 18, 2011 7:50 am
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Location: 2 Miles underground on some planet in a vault.
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Post Re: Tiberium Mod Extended
Update 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. :P ) (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.)


Mon Feb 07, 2011 8:01 am
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Post Re: Tiberium Mod Extended
It lags once the tiberium grows everywhere. Though I think it's hard to make it completely lag free.


Mon Feb 07, 2011 5:06 pm
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Post Re: Tiberium Mod Extended
The 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.


Tue Feb 08, 2011 12:34 am
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Post Re: Tiberium Mod Extended
I was on grassland1, mainly using thesoupiest's Lazarus Brigade pack fighting vanilla stuff.


Tue Feb 08, 2011 1:16 am
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Post Re: Tiberium Mod Extended
The 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.)


Tue Feb 08, 2011 6:33 am
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Post Re: Tiberium Mod Extended
Uhmm,tiberium would just convert the rocket,since the rocket is not organic to mutate with tiberium,unless you made a floater :twisted:


Wed Feb 09, 2011 12:54 am
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Post Re: Tiberium Mod Extended
Tokochiro wrote:
Uhmm,tiberium would just convert the rocket,since the rocket is not organic to mutate with tiberium,unless you made a floater :twisted:


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.


Wed Feb 09, 2011 1:25 am
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Post Re: Tiberium Mod Extended
It'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.


Sat Feb 12, 2011 5:19 pm
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Post Re: Tiberium Mod Extended
Ok Jeff ill look into that. Haven't had much time recently though to do this.


Sat Feb 19, 2011 6:01 am
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Post Re: Tiberium Mod Extended
I'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.


Sat Feb 19, 2011 6:51 am
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Post Re: Tiberium Mod Extended
Could 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'.


Sat Feb 19, 2011 9:08 am
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Post Re: Tiberium Mod Extended
for 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?


Mon Feb 21, 2011 3:02 am
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Post Re: Tiberium Mod Extended
The 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.


Mon Feb 21, 2011 11:07 am
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Post Re: Tiberium Mod Extended
I'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 :).


Thu Feb 24, 2011 6:32 am
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Post Re: Tiberium Mod Extended
you 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


Fri Feb 25, 2011 12:11 am
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