[QUOTE=Telepethi;21426860]That was TS tiberium. That type was organic in nature and hadn't yet evolved past siphoning minerals from the ground. The crystalline form Ki is making can (that's why you can't build walls in C&C3). As far as te blue zone walls go, those have embedded sonic emitters.[/QUOTE]
then the walls should have energy usage
*magical whuss*
now they have sonic emitters in them... and it could follow the lore
The TS walls didn't have sonic emitters, and outfitting any and every wall with sonic emitters is too expensive to me efficient in the battlefield. That's why they're only used to protect blue zones, and why you can't build walls in the later C&C games anymore.
[editline]02:16PM[/editline]
[QUOTE=Kialtia;21421006]Oh yea, i would like those decals.[/QUOTE]
Talk to me on steam and let me know how big you want them, how many types, etc.
[QUOTE=Telepethi;21430553]The TS walls didn't have sonic emitters, and outfitting any and every wall with sonic emitters is too expensive to me efficient in the battlefield. That's why they're only used to protect blue zones, and why you can't build walls in the later C&C games anymore.
[editline]02:16PM[/editline]
Talk to me on steam and let me know how big you want them, how many types, etc.[/QUOTE]
Your steam profile link doesn't work, PM me your username.
But that still doesn't explain why Nod and GDI both have those cylinder jointed walls that they can supposedly throw out on the fly. They appear throughout the campaign and in some cases are deployed around AI bases that only appear mid-way through the mission. The old TS GDI walls are still present as a terrain piece visible in varying states and conditions. But they always lack Tiberium growth, it's clear that cement is not a very valuable feeding material for Tiberium, while it technically can grow on anything, it's more inclined to absorb materials the Scrin find useful, such as valuable elements with the properties the Scrin most desire in their building materials. It's safe to say the Tiberium found in concreted areas in cities isn't growing on or for the concrete but the delicious infrastructure materials underneath such as wires, pipes, and soil nutrients. When it grows there, it's pushing its way clean through the concrete. Sure Tiberium would get around to concrete eventually, probably, but that's only when the best/easiest to gather resources are leached out of the area. After all, water isn't the only thing out there that takes the path of least resistance.
Anyways, long story short, there's no reason not to have walls Tiberium can't grow on, it'd be a nice touch and the bulky massive slabs would be a good trade-off for the lack of a required power source. Of course, nobody said they couldn't take energy to maintain.
PEOPLE LISTEN! this tiberium is useable for the harvester mod that was made for lynix crystals! (so you can use that stuff too) you only need the harvester from these crystals to harvest it, it is linkable with harvesting equiqment from the other harvesters
[QUOTE=scratch (nl);21462906]PEOPLE LISTEN! this tiberium is useable for the harvester mod that was made for lynix crystals! (so you can use that stuff too) you only need the harvester from these crystals to harvest it, it is linkable with harvesting equiqment from the other harvesters[/QUOTE]
Why would you need Lynix's addon? it is dead and has nothing mine hasn't.
[QUOTE=Kialtia;21441876]Your steam profile link doesn't work, PM me your username.[/QUOTE]
I added you already
[QUOTE=Kialtia;21463211]Why would you need Lynix's addon? it is dead and has nothing mine hasn't.[/QUOTE]
Well... things like a TBARS plant aren't in your version, for some reason i can only harvest and refine tiberium into liquid tiberium and things like that with your version, i can't find any machines that also use it for like an prop armor boost (like TBARS stuff in lynix harvest mod). so because of that I told that.
[QUOTE=scratch (nl);21464320]Well... things like a TBARS plant aren't in your version, for some reason i can only harvest and refine tiberium into liquid tiberium and things like that with your version, i can't find any machines that also use it for like an prop armor boost (like TBARS stuff in lynix harvest mod). so because of that I told that.[/QUOTE]
The Raw resources are identical, the Refined Tiberium is named differently in the other refinery pack.
to help avoid lag could we have each crystal cluster a model that uses animations to spawn another crystal? (10 spikes under ground, but they all come up at different times) to give the illusion of large fields without giving everyone 10 fps?
[QUOTE=jack254;21465669]to help avoid lag could we have each crystal cluster a model that uses animations to spawn another crystal? (10 spikes under ground, but they all come up at different times) to give the illusion of large fields without giving everyone 10 fps?[/QUOTE]
Won't work, what if the ground is not flat? crystals would float in the air, besides, the amount of polygons wouldn't be any lower.
[QUOTE=Kialtia;21465697]Won't work, what if the ground is not flat? crystals would float in the air, besides, the amount of polygons wouldn't be any lower.[/QUOTE]
model clipping? detection?
its definatly not the pollygons its the entities themselves
perhaps the tiberium is doing stuff that the machinery should be doing?
Ok.
firstly, good job much better than the old one.
secondly, I guess its going to have small and large versions of everything?
thirdly, when I tried to delete one of my 3 fields with the remover tool i got these errors about 10 times for each:
entities/wtib_tiberium_base/init.lua:54: Tried to use a NULL entity!
autorun/server/sv_wtiberium.lua:142: Tried to use a NULL entity!
I also got the second error when the harvester had been on for about 5 seconds.
good job keep up the good work! :)
Maybe it has to do with caves. Once i got a pretty big field on flatgrass without very much lagg. But in the hollow asteroid in gm_new_worlds i got lagg pretty fast. I don't know why, but try making a large field on a large flat area and a cave and see for yourself.
All on one map:
[IMG]http://localhostr.com/files/b9dd98/gm_flatgrass0001.jpg[/IMG]
[IMG]http://localhostr.com/files/ef61ae/gm_flatgrass0002.jpg[/IMG]
[IMG]http://localhostr.com/files/28fe3a/gm_flatgrass0000.jpg[/IMG]
And yes, i got lag, but the lag in the cave was much worse, while way smaller. So i think the cave field aren't very smart, because they lag very bad for some reason, even if a tiberium covered cave is awsome.
The Tiberium in caves lag more because they can't reach the field's maximum amount, therefore they constantly try to replicate.
[QUOTE=Kialtia;21463211]Why would you need Lynix's addon? it is dead and has nothing mine hasn't.[/QUOTE]
i noticed it... i was using browse to see what stuff whas in there and i found a lot! but... my entities list only got all medium sized cargo storage(all kinds) and harvester, and a lot things like growth speed up aren't shown. Help?
the props(from browse. also i did hide the chemical plant accidentaly, try to find it!):
[IMG]http://localhostr.com/files/a4d1fb/gm_flatgrass0001.jpg[/IMG]
the entities:
[IMG]http://localhostr.com/files/a331e0/gm_flatgrass0003.jpg[/IMG]
i called the folder where they're in tib, i did install the ls2/rd2 already, maybe the folder name? Or because i have lynix stuff installed at the same time??
help??
Not everything is fixed yet, thats why there are unused models
All those models will be used for entities once i get to it.
[QUOTE=jack254;21465669]to help avoid lag could we have each crystal cluster a model that uses animations to spawn another crystal? (10 spikes under ground, but they all come up at different times) to give the illusion of large fields without giving everyone 10 fps?[/QUOTE]
You might actually be on to something there Jack, for once, something reasonable. I think Jack was right in saying it's not the Polys that's causing lag, but the effects/particals and the entity itself. So, maybe just to give the illusion that there's an actual field, you could have a bunch of Tib Crystal props parented to the actual entity, and this particular crystal would yield a metric ton compared to just a single crystal. Anyway, just a thought supporting Jack's idea. :suicide:
Just putting something out here, don't entities cause more lag in large numbers than models? I'm not entirely sure, but I think they do, which is why most servers limit the amount of player spawned entities, or even disable player spawning of them altogether...
[QUOTE=Kialtia;21471167]All those models will be used for entities once i get to it.[/QUOTE]
Ok, so all of you have this too? But... then you DO need the lynix harvesting mod for a while until all of your stuff (wich look much better and atleast show you how much you have from something)is done.
Also, maybe you can make the green colour in the chemical plants (and all other machines that got that colour) blue when you harvest blue tiberium and red when harvesting red, would look pretty nice (Don't know how and don't know if it's possible!)
I now know why they weren't able to stop tibeium:
started with these 5:
[IMG]http://localhostr.com/files/a1e258/gm_new_worlds0016.jpg[/IMG]
after 15 minutes:
[IMG]http://localhostr.com/files/9da09b/gm_new_worlds0017.jpg[/IMG]
holy shit!
[IMG]http://localhostr.com/files/72ed1e/gm_new_worlds0024.jpg[/IMG]
It even grows on the fucking harvester... ITS UNSTOPPABLE
[IMG]http://localhostr.com/files/c91d93/gm_new_worlds0025.jpg[/IMG]
so deadly...so beatiful
Oh my god, that is amazing, I must try this.
Too bad we don't have a gamemode to go with this. :P That'd be awesome, it could be like command and conquer renegade, only you can build stuff maybe.
You mean like Renegade was supposed to be until EA rushed it out the door? I like the thought of using Tiberium to power and arm weaponry.
I think we should have the infusion back, but it takes a lot of Tiberium Chemical to make, so if someone's going to have the tiberium immunity, it should require a sizable amount of resources, best way to ensure that not every last person has it so-as to remove the threat of Tiberium.
I know LS has 'suits' which is really just a player carried resource supply for emergencies, I think standing in a tiberium field should take energy out of it. That way there's no redundancy caused by some kind of anti-tiberium suit entity co-existing with the infusion kit. Not to mention, there's less work needed then for the suit related things, like the scripting and the model. Or you could leave it as is, but that's always an option.
[QUOTE=Jeffman12;21492237]You mean like Renegade was supposed to be until EA rushed it out the door? I like the thought of using Tiberium to power and arm weaponry.
I think we should have the infusion back, but it takes a lot of Tiberium Chemical to make, so if someone's going to have the tiberium immunity, it should require a sizable amount of resources, best way to ensure that not every last person has it so-as to remove the threat of Tiberium.
I know LS has 'suits' which is really just a player carried resource supply for emergencies, I think standing in a tiberium field should take energy out of it. That way there's no redundancy caused by some kind of anti-tiberium suit entity co-existing with the infusion kit. Not to mention, there's less work needed then for the suit related things, like the scripting and the model. Or you could leave it as is, but that's always an option.[/QUOTE]
Didn't we flame Jack for asking this?
[QUOTE=oficcerthegeek;21501294]Didn't we flame Jack for asking this?[/QUOTE]
"We" didn't "flame" anyone.
He was asking for a suit entity that gave a user pretty much the exact same immunity the infusion kit did. This is different because it uses an already present function in the life support addon for temporary safety in an hazardous environment by requiring the user to fill up an energy reserve each user has built in. As opposed to creating a new and ultimately redundant enviro-suit entity.
Also, he wanted the suit to be graphically present on the player model. Possible with Lua, but too complex for anything less than a full gamemode.
[QUOTE=Jeffman12;21504699]"We" didn't "flame" anyone.
He was asking for a suit entity that gave a user pretty much the exact same immunity the infusion kit did. This is different because it uses an already present function in the life support addon for temporary safety in an hazardous environment by requiring the user to fill up an energy reserve each user has built in.
Also, he wanted the suit to be graphically present on the player model. Possible with Lua [b]maybe[/b], but too complex for anything less than a full gamemode.[/QUOTE]
pretty much everything you said here was wrong, i only asked for reduced damage from tiberium as long as ls is available. now i can see where you said i wanted a full exo suit but i would be happy if the playermodel changed or even nothing att all
[QUOTE=Telepethi;21477962]Just putting something out here, don't entities cause more lag in large numbers than models? I'm not entirely sure, but I think they do, which is why most servers limit the amount of player spawned entities, or even disable player spawning of them altogether...[/QUOTE]
.
[QUOTE=Telepethi;21512136].[/QUOTE]
Entities cause more lag because they have function in Lua that are being called.
[QUOTE=Jeffman12;21504699]"We" didn't "flame" anyone.[/QUOTE]
And I thought we did.
Or was it just me? I remember someone wasn't happy about that "suggestion".
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