• Tiberium Addon
    462 replies, posted
[QUOTE=Jeffman12;23752984][url]http://www.facepunch.com/showpost.php?p=23109187&postcount=310[/url] Lurk more, post less.[/QUOTE] Ahh, thank you.
This isn't dead, I am just on vacation at the moment in Switzerland.
have a better idea for your heat (ogive) sonic ogive deploy frag-bomb sonic to destroy tibeiruiam in radius chimical ogive aporisez tiberiuam liquid or chimical tiberiuam heat to plant tiberiuam at cible ogive IEM implusion electro magnetique destroy wire in radius classic ogive EXPLODE lol ogive fumigene deploy fumigene at cible and other i work my idea bye [editline]12:27PM[/editline] ogive framentation deploy 10 mini bomb at limpact --" ogive tempete ionique deploy cloud ionique lock tiberiuam sun for more description for tempete ionique ogive nuclear O_o no seriously that no good idea or mini bomb nuclear -_- ogive flash flash in impact xD do you want more idea =}
i have work 10% of my map (gdi bas and small outdor bass) screenshot here and sorry for triple post --" [url]http://www.megaupload.com/?d=19SJKVWN[/url]
I was bored during my vacation so I've done some work on WTiberium, I've added 3 different growth accelerators, fixed a few errors and updated the spawnlist (plus some other changes I can't remember). I can't test it and I can't upload it either atm, so are there any other changes you guys want or errors/bugs that need fixing?
Actually, the last steam update fucked up the game, and cant even start it... Am I the only one? getting dropped out with engine error...? [editline]05:28PM[/editline] Umm, what a coincidence, another steam update cured the game ^^"
i have just one bug am no create object wiht a tool gun in a wall just on prop and i thanks you kialtia for your work and bye
[QUOTE=THE-G-MAN;23896044]i have just one bug am no create object wiht a tool gun in a wall just on prop and i thanks you kialtia for your work and bye[/QUOTE] I have no tool in this pack, are you sure you uninstalled the older Tiberium add-on?
no is bug in tiberiuam is bug to gmod your have not bug for me
Alright, changes commited, the full log : [list][*]Fixed the the console command WTib_DefaultMaxFieldSize erroring when being used from the server console [*]Maybe fixed the error spam when a Crystal has no field set [*]The server Tag is now being set 2 seconds after the Lua state has been initialized [*]Removed the math.randomseed from the base entity (Is useless) [*]Updated the spawnlist to include all the Tiberium models [*]Removed some unnecessary code from the large and small energy cell [*]Added a small, medium and large growth accelerator [*]Removed an useless variable that now gets set on its own in the base crystal[/list] It is all untested so if anyone can verify for me that they actually work would be awesome.
ok mean i tasting for you thanks for you work else you are in vacance [editline]08:06PM[/editline] guys i found one bug no spanw tiberium (blue red or green) is big problem O_O
Yeah, after the update, no crystal can be spawned with this error: addons\tiberium\lua\autorun\server\sv_wtiberium.lua:85: bad argument #1 to 'Create' (string expected, got nil)
thanks very much all for your tollerance thanks you
Uploaded a fix, please test it again for me.
Still no good. Neither of the crystals can be spawned, but only the green sends error message wich is: lua\includes\util.lua:168: attempt to call method 'IsValid' (a nil value) in the case of red or blue, nothing happens when trying to spawn.
in progress in progress have a meme bug
I think i fixed it, test it again for me please.
Crystals spawn fine now but the growth acceletor spams the console with this error: ...\lua\entities\wtib_growthaccelerator_medium\init.lua:40: attempt to call field 'FindInSphere' (a nil value) This is regardless of the size of the growth accelerator it always says medium in the error
Tested it, crystals are ok, so far. But, large growth accelerator does not work and gives this error: addons\rd2\lua\rd2\sv_resource2.lua:109: RD2: this ent [NULL Entity] does not have any resources! And medium and small ones spawn these when turned on: ...\lua\entities\wtib_growthaccelerator_medium\init.lua:40: attempt to call field 'FindInSphere' (a nil value) and I dont know if its problem/overlooked or intentional, but small and medium growth acc.s has the same model. Ill test some more, see if I can find bugz.
Fixed the error and the model not being small, I've seen the resource error quite alot but i have no idea where it comes from, but as far as i can tell the error doesn't break anything so i'll try and fix that problem later on.
HI work in my map is in progress just lock here [url]http://img101.imageshack.us/gal.php?...gdibas0011.jpg[/url] bye
Tested the acc.s and... You should change the default range from 10 (a sphere with a radius of 15 cm) to something like 300 (about 5 meters).And set the small acc.'s max range to 250 or so. (with 170, only about 4 crystals can be accelerated) At first I thought it does not work.... And they should use a bit more energy (IMO) And when a crystal is removed/acc moved this error spams: ...\lua\entities\wtib_growthaccelerator_medium\init.lua:50: table index is nil And g-man, pls try quoting the picture, because the link does not work (for me) and Im curious about the map.
link dead sory i repost this is now online [editline]09:04PM[/editline] [url]http://img835.imageshack.us/gal.php?g=wtiberiuamgdibas0009.jpg[/url]
[QUOTE=THE-G-MAN;24065021]link dead sory i repost this is now online [editline]09:04PM[/editline] [url]http://img835.imageshack.us/gal.php?g=wtiberiuamgdibas0009.jpg[/url][/QUOTE] Hmm, I think on a gmod map the conc yards should be enough. And looks like you mixed the old and new (CNC2 and CNC3) buildings, like the CY is old and the refinery and the barracks are new. Though, its a nice try, I dont have enough patience to do a nice map XD nor the skill...
This note is to the dev of this addon: I have made this addon more useful by doing the following: 1. Added a Tiberuim tool tab and took the items out of the entities spawn 2. made tiberium crystals admin only 3. Added the devices to their own catagories in the tiberuim tool tab 4. Added the munitions factory from the old tiberium addon There is a small issue with the devices spawning half in the ground and will not remove with the "Z" key but i am sure this is a minor bug on my part if you want this update i will PM you the private svn i keep it on so you can apply it officially
Munitions are not required for Gcombat, they haven't been for a long time. I think any damage system that uses an ammo source just uses energy now. As I recall, the separate tab is a planned feature, as is admin only field spawning.
i work for the texture in my map have 2 save 1 not textured 2 wiht a texture have no texture specifique for map is problem is horible with a classic texture
[QUOTE=THE-G-MAN;24079467]i work for the texture in my map have 2 save 1 not textured 2 wiht a texture have no texture specifique for map is problem is horible with a classic texture[/QUOTE] This is not the place to discuss your mapping projects. Just make your own thread in the proper place.
is just for info my is here [url]http://www.facepunch.com/showthread.php?t=983101[/url]
[QUOTE=Cerebrate Zasz;24064739]Tested the acc.s and... You should change the default range from 10 (a sphere with a radius of 15 cm) to something like 300 (about 5 meters).And set the small acc.'s max range to 250 or so. (with 170, only about 4 crystals can be accelerated) At first I thought it does not work.... And they should use a bit more energy (IMO) And when a crystal is removed/acc moved this error spams: ...\lua\entities\wtib_growthaccelerator_medium\init.lua:50: table index is nil And g-man, pls try quoting the picture, because the link does not work (for me) and Im curious about the map.[/QUOTE] I set the range for small, medium and large to 250, 350 and 450, I've also doubled the energy requirements and set the default range to max. I've also fixed the error, stupid nil value mistake on my side.
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