[QUOTE=Kialtia;22245268]The system i use will automaticly add the .vtf aswell if they exist, same for the .phy and other files for models.
[B]Updated :[/B]
[list]
[*]Fixed resources.txt,
[*]Updated some spawn times for the factory,
[/list]
[editline]02:04AM[/editline]
I am off to bed, report any other bugs and i'll take a look at it tomorrow.[/QUOTE]
Thank's for completely ignoring what I said. Your resources.txt does not include the VMT's like I told you, so it's still broken. (Unless you JUST edited your script to automatically add the VMT's.. doubt it though)
Just updated mine and it's all there for me.
I'll test it in a bit to confirm.
Wow, thanks for nothing!.
[url]http://i50.tinypic.com/2hx20w8.jpg[/url]
As you can clearly see YOUR FIX DID NOT WORK.
Back to my fix, where I have to include ALL the VMT's within the resources.txt. Thanks for wasting my time saying it was fixed when it wasn't.
[QUOTE=darksoul69;22251867]Wow, thanks for nothing!.
[url]http://i50.tinypic.com/2hx20w8.jpg[/url]
As you can clearly see YOUR FIX DID NOT WORK.
Back to my fix, where I have to include ALL the VMT's within the resources.txt. Thanks for wasting my time saying it was fixed when it wasn't.[/QUOTE]
Calm down ffs, how the hell am i supposed to know that it didn't work? i am unable to test it and normally those textures are automatically added, so just chill out and let me fix it.
[QUOTE=Kialtia;22252792]Calm down ffs, how the hell am i supposed to know that it didn't work? i am unable to test it and normally those textures are automatically added, so just chill out and let me fix it.[/QUOTE]
[QUOTE]You're also missing the .vmt's in all the model textures, spawn icons and misc textures. Kill icons should include the .vtf is there is one. Without the VMT's and using fastdl everything is purple checkered on the models - with the VMT's, its not.[/QUOTE]
Because I already told you they didn't work and you said you were fixing it, and then you said it was fixed.
Hence my rage.
[QUOTE=darksoul69;22253092]Because I already told you they didn't work and you said you were fixing it, and then you said it was fixed.
Hence my rage.[/QUOTE]
The function i use automatically adds the .vmt files so it wasn't required to put in there, apparently it doesn't work the way it should.
[QUOTE=Kialtia;22253134]The function i use automatically adds the .vmt files so it wasn't required to put in there, apparently it doesn't work the way it should.[/QUOTE]
Which I already explained when I said you needed to manually put the VMT's in the resources.txt or its all purple checkers... you are following right?.
I added the .vmt files.
[QUOTE=Kialtia;22253619]I added the .vmt files.[/QUOTE]
You still need to add the VMT for materials/models/metal_normal.
Other then that, great work!. Now its fixed.
Hey you should add for the factory and dispenser that they need energy to make stuff,that would be cool for RP and stuff...
[QUOTE=darksoul69;22251867]Wow, thanks for nothing!.
[url]http://i50.tinypic.com/2hx20w8.jpg[/url]
As you can clearly see YOUR FIX DID NOT WORK.
Back to my fix, where I have to include ALL the VMT's within the resources.txt. Thanks for wasting my time saying it was fixed when it wasn't.[/QUOTE]
While I appreciate the argument was settled, raging over something [b]he is doing completely for free using hours of his own time[/b] because it wasted a whole [b]ten of your precious fucking minutes to update the SVN and boot into a map in gmod to test it[/b] makes you look like an immature cunt.
You know, just making the point.
Has anyone noticed yet that the tiberium grows all again when you load a game? (when you have a field saved, and load it all crystals have to grow back to the size they were again). And why do harvesters not work upside down?
Is there a server with tiberium in it? if so give me the ip please!
EDIT:
found a spacebuild server with it (NO SBEP) 209.51.146.194:27016. BUT you can't spawn entities, you have to buy an factory for 15000 credits (while you only start with 10000 credits the first time you join there, don't ask me how to get the 5000 extra required)
[QUOTE=darksoul69;22251867]
[url]http://i50.tinypic.com/2hx20w8.jpg[/url]
[/QUOTE]
what server is that in?
I think that's because Gmod saves are a little different in function where they just spawn the props and entities in the same places that they were in before.
[QUOTE=LokiSan;22257086]While I appreciate the argument was settled, raging over something [b]he is doing completely for free using hours of his own time[/b] because it wasted a whole [b]ten of your precious fucking minutes to update the SVN and boot into a map in gmod to test it[/b] makes you look like an immature cunt.
You know, just making the point.[/QUOTE]
If it takes you ten minutes to boot into gmod to test it then you need a new computer.
I wasn't raging at him because he didn't test it. I was raging at him for ignoring me when I told him the VMT's didn't work, and then later on he told me it was because he thought his code would automatically add them - [b]After I had already told him they didn't download unless manually added to the resources.txt[/b].
[QUOTE=Jeffman12;22264790]I think that's because Gmod saves are a little different in function where they just spawn the props and entities in the same places that they were in before.[/QUOTE]
You are correct.
[QUOTE=scratch (nl);21467601]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.[/QUOTE]
I think this is because of how many resources the SB maps use when you run them . They are massive and a lot more diverse than the flatgrass maps.
[editline]07:29PM[/editline]
Alright well I downloaded the addon and it seems to work great other then this error message:
...ns\tiberium\lua\entities\wtib_tiberium_base\init.lua:54: attempt to index a nil value
It pops up after I have started the Tiberium harvester. Great work by the way.
I have SB3 and all of its components up to date. Including RD3.
[QUOTE=darksoul69;22265059]If it takes you ten minutes to boot into gmod to test it then you need a new computer.[/QUOTE]
Or you have a lot of addons/models/maps. Gmod isn't exactly the most optimized source game available.
[QUOTE=darksoul69;22265059]I was raging at him[/QUOTE]
There's something fundamentally wrong with your reasoning if you think this is conducive [i]or[/i] well received behavior by anybody's standards.
[QUOTE=darksoul69;22265059]for ignoring me[/QUOTE]
It's really nobody's business or problem on this forum what kind of problems afflict your personal life. So leave them in the real world.
But seeing as you want to get people involved in your personal life, here's a tip: If you're having trouble getting people's attention, screaming at them and being a dick about things will just make them want to pretend you aren't there. Have you tried constructive criticism? It's how you troubleshoot and identify problems without namecalling, insults, or implication that the other readers are morons.
[u]Now, on to business.[/u]
If the other ents are going to end up coming from the factory, how is the player going to get a factory? Some way similar to the one the server found by Scratch (nl) uses?
[QUOTE=darksoul69;22265059]If it takes you ten minutes to boot into gmod to test it then you need a new computer.[/QUOTE]
only ten? i normally take 20 and i have a very good computer. on topic when are u adding more missle types? oh and i got a idea: what about a tiberium collector swep that can collect tiberium and transfer it to a storage/spray out the contents as a weapon or to seed tiberium/empty contents to a tiberium dirty bomb crate that explodes on breaking and spreads tiberium around it with amount and type based on whats put in. oh and if this doesnt already happen maybe u should make tiberium spread around where someone died to tiberium infection.
It takes me around 80 seconds to load up gmod from scratch and fully join a SB3 server. And I do indeed have a lot of addons.
[QUOTE=masterchief;22269572]I think this is because of how many resources the SB maps use when you run them . They are massive and a lot more diverse than the flatgrass maps.
[editline]07:29PM[/editline]
Alright well I downloaded the addon and it seems to work great other then this error message:
...ns\tiberium\lua\entities\wtib_tiberium_base\init.lua:54: attempt to index a nil value
It pops up after I have started the Tiberium harvester. Great work by the way.
I have SB3 and all of its components up to date. Including RD3.[/QUOTE]
well, i did have a field on the asteroid base on gm_new_worlds, yes it was a bit laggy but not as bad as the one inside the cave.
[QUOTE=scratch (nl);22273014]cave.[/QUOTE]
That's probably your issue right there, as I recall Tib has dynamic lighting (basically: light that doesn't show through walls and such) and therefore 'bends' around the brushes, since you're in a realitivly small area and have many sources of dynamic light your computer chomps up more resources to help facilitate that effect.
So in a nutshell: tib in a [i]small[/i] enclosed space is bad. Atleast for your computer.
[QUOTE=scratch (nl);22273014]well, i did have a field on the asteroid base on gm_new_worlds, yes it was a bit laggy but not as bad as the one inside the cave.[/QUOTE]
True. I just tried out the tiberium mod on gm_interplaneteryfunk and it lagged like hell for me. I had to blow everything up to get the lag to go away.
[IMG]http://localhostr.com/files/e4967b/gm_interplaneteryfunk0001.jpg[/IMG]
[QUOTE=Mooee;22273419]That's probably your issue right there, as I recall Tib has dynamic lighting (basically: light that doesn't show through walls and such) and therefore 'bends' around the brushes, since you're in a realitivly small area and have many sources of dynamic light your computer chomps up more resources to help facilitate that effect.
So in a nutshell: tib in a [i]small[/i] enclosed space is bad. Atleast for your computer.[/QUOTE]
My computer just doesn't like the fields I guess. Its fairly good too. For a laptop.
Windows 7
500GB HDD
6GB RAM
Intel 2.0 GHZ Quad Core
3815MB Video Memory , 1GB Dedicated
So I'm not sure why it lagged so much after all of the Tiberium Spawned?
looks like this has come a long way since iv been gone. but judging by the above post the lag issue has not been resolved
(and the crystals still look like shit)
[QUOTE=jack254;22283221]looks like this has come a long way since iv been gone. but judging by the above post the lag issue has not been resolved
(and the crystals still look like shit)[/QUOTE]
Haha yea too bad. Its still fun though. And the Crystals are not the prettiest, no... More like a square glow stick.
[QUOTE=darksoul69;22272825]It takes me around 80 seconds to load up gmod from scratch and fully join a SB3 server. And I do indeed have a lot of addons.[/QUOTE]
whats ur specs?
What servers have this running?
Quick question guys, I can't seem to figure out what the TRIP Entity does?
And I tried the mod on rp_city8_district and it lags but it isn't nearly as bad as the previous one. Not sure why. Might have just been the way everything was sitting. [IMG]http://localhostr.com/files/beef4b/rp_city8_district90001.jpg[/IMG][IMG]http://localhostr.com/files/a9002b/rp_city8_district90002.jpg[/IMG]
That was all in one area so like I said Idk.
[QUOTE=masterchief;22282626]True. I just tried out the tiberium mod on gm_interplaneteryfunk and it lagged like hell for me. I had to blow everything up to get the lag to go away.
[url]http://localhostr.com/files/e4967b/gm_interplaneteryfunk0001.jpg[/url]
My computer just doesn't like the fields I guess. Its fairly good too. For a laptop.
Windows 7
500GB HDD
6GB RAM
Intel 2.0 GHZ Quad Core
3815MB Video Memory , 1GB Dedicated
So I'm not sure why it lagged so much after all of the Tiberium Spawned?[/QUOTE]
And if you disable the dynamic lights, does it still lag alot?
[editline]08:52PM[/editline]
[QUOTE=masterchief;22284745]Quick question guys, I can't seem to figure out what the TRIP Entity does?
And I tried the mod on rp_city8_district and it lags but it isn't nearly as bad as the previous one. Not sure why. Might have just been the way everything was sitting. [url]http://localhostr.com/files/beef4b/rp_city8_district90001.jpg[/url] [url]http://localhostr.com/files/a9002b/rp_city8_district90002.jpg[/url]
That was all in one area so like I said Idk.[/QUOTE]
The TRIP panel generates energy out of Tiberium radiation (Works like a solar panel, just point it at the Tiberium).
[QUOTE=Kialtia;22284923]And if you disable the dynamic lights, does it still lag alot?
[editline]08:52PM[/editline]
The TRIP panel generates energy out of Tiberium radiation (Works like a solar panel, just point it at the Tiberium).[/QUOTE]
I don't think I had them turned on unless its auto and if it is not sure how to turn it off. I'm really familiar with gmod just not with the commands.
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