• Tiberium Addon
    462 replies, posted
  • Avatar of WarriorXK
  • Since the older Tiberium addon died and not being developed anymore i decided to remake Tiberium for GMod. [b]Entities :[/b] [list] [*]Tiberium - The entity this mod is all about, it comes is green, blue and red, some of them are volatile [list] [*]Green Tiberium - The most basic version, it grows quite fast but only holds 2000 units of Tiberium. [*]Blue Tiberium - The somewhat more rare version, it grows slower than the green Tiberium but holds up to 3500 units of Tiberium, this crystal is also volatile. [*]Red Tiberium - The rarest form of Tiberium, this form grows the slowest but can hold 5000 units of Tiberium, this crystal is quite volatile. [/list] [*]Chemical Plant - This plant converts refined Tiberium into Tiberium chemicals, Tiberium chemicals are mostly used for fuel. [*]Chemical storage - This storage tanks stores Tiberium chemicals. [*]Tiberium Harvester - This harvester used energy to harvest Tiberium in a cone infront of it. [*]Raw Tiberium storage - This storage tank stores Raw Tiberium. [*]Liquid Plant - This plant converts raw Tiberium into liquid Tiberium, liquid Tiberium is quite rare and extremely volatile, it is mainly used for HE rockets. [*]Liquid Storage - This storage tank stored Tiberium liquids. [*]Power Generator - This generator used Tiberium chemicals to create Energy, it can also use a boost of Liquid Tiberium for extra energy output. [*]Tiberium Radar - This entity uses energy to look for Tiberium in its vicinity, when it finds it it will send through wire the coordinates. [*]Tiberium refinery - This refinery converts raw Tiberium into refined Tiberium, refined Tiberium is used for main building materials since Tiberium is stronger than metal once refined. [*]Refined Tiberium storage - This storage tank stores refined Tiberium. [*]TRIP Module - This entity converts the radiation that comes from Tiberium into energy like a solar panel does, just aim it at the Tiberium to get energy. [*]Factory - This entity can create all the entities in this pack, just press use on the factory and you see all the info there. [/list] [b]Tiberium based weapons :[/b] [list] [*]Missile Launcher - This entity launches missiles that are loaded into it. [*]Tiberium Missile - This entity needs to be loaded into the launched before it can be fired, this missile is also capable of using multiple types of warheads. [/list] [b]Scripted Weapons :[/b] [list] [*]Sonic Pulse weapon - This weapon fires a sonic pulse which damages Tiberium, useful for removing small patches of Tiberium that is in your way. [/list] [b]Console Commands :[/b] [list] [*]Serverside : [list] [*]WTib_RemoveAllTiberium - Removes all Tiberium on the map (Requires admin rights). [*]WTib_DefaultMaxFieldSize - Sets the crystal limit per field (Requires admin rights) Default = 70 [/list] [*]Clientside : [list] [*]WTib_DynamicLight - Set to 0 to disable dynamic lights and set to 1 to enable (Default : 1). [*]WTib_DynamicLightSize - The size of the dynamic lights (Default : 1) [*]WTib_UseTooltips - Set to 0 to disable the tooltips for Tiberium entities and 1 to enable (Default : 1) [*]WTib_ToolTipsRange - How far away tooltips should be shown when looking at an Tiberium based entity (Default : 512) [*]WTib_UseOldTooltips - In what way the tooltips should be shown 1 for the default way and 0 for a different way. (Default : 1) [/list] [/list] [b]Changelog :[/b] Due to loads of changes i make i will not be updating the changelog, check the SVN logs for what has been changed. [b]How can i help?[/b] You can post bugs and errors related to this addon, if you have a suggestion that is not yet planned then i would also like to hear your ideas. [b]My server :[/b] 84.104.239.51 [b]Credits :[/b] These credits can be outdated, if so please notify me and i'll update the list. Lynix : For the original tiberium models. kevkev : For the rest of the stuff in there. NightReaper : Models and icons Hoizen : Models Balduran : Models Sn1per : For some ideas and testing help. [b]Downloads :[/b] I only update through the SVN, maybe when we get to a more complete state i will start uploading to garrysmod.org. SVN Link : [url]http://wtiberium.googlecode.com/svn/trunk/[/url] [b][highlight]This addon NEEDS RD2/3 or it wont work!, wire is also highly recommended although not needed : [/highlight][/b] [url=http://www.garrysmod.org/downloads/?a=view&id=82038][img]http://www.garrysmod.org/img/?t=dll&id=82038[/img][/url]
  • Avatar of jack254
  • ok, i get it now chemicals for fuels and liquids for weapons maybe chemicals could make gas weapons? and liquids make a ridiculously large explosion and cause damage after explosion.
  • Avatar of Cerebrate Zasz
  • Just an idea: the modellers could make TS like wall blocks for both NOD and GDI (straight and corners too) and make them an entity so tiberium and in the future veins cant grow on them and also has HP so it can be destroyed (with explosions like nades and rockets, not bullets) and maybe could be spawned from an other ent for tiberium with this, we can have nice contained fields and bases and maybe gates too
  • Avatar of jack254
  • ok, let me share a little story it was here i was getting high teen fps [img]http://img8.imageshack.us/img8/6463/sbgooniverse0000w.jpg[/img] it was here deph hud told me i was getting around 10 [img]http://img263.imageshack.us/img263/7694/sbgooniverse0002.jpg[/img] with the lights also 10 [img]http://img405.imageshack.us/i/sbgooniverse0001.jpg[/img] i left it for a bit, and my frame rate seemed terrible (hud was lying, it was now below 10) [img]http://img202.imageshack.us/i/sbgooniverse0003.jpg[/img] this was my final result-note the auto disconect- i was playing single player [img]http://img535.imageshack.us/img535/9682/sbgooniverse0006.jpg[/img] my specs amd athlon x4 nvidia 220 2gb ram i dont consider these bad (nor top of the line) but getting less than 10 fps means something is wrong with your addon (before, i was getting around 40 fps)
  • Avatar of WarriorXK
  • Uh, i had 5 full fields active at a time while testing, i had 40 FPS and i didn't crash.
  • Avatar of Balduran
  • [QUOTE=Cerebrate Zasz;21346305]Just an idea: the modellers could make TS like wall blocks for both NOD and GDI (straight and corners too) and make them an entity so tiberium and in the future veins cant grow on them and also has HP so it can be destroyed (with explosions like nades and rockets, not bullets) and maybe could be spawned from an other ent for tiberium with this, we can have nice contained fields and bases and maybe gates too[/QUOTE] What do you mean by TS? I never thought tib fields in a cave would look so neat
  • Avatar of jack254
  • [QUOTE=Kialtia;21347083]Uh, i had 5 full fields active at a time while testing, i had 40 FPS and i didn't crash.[/QUOTE] specs? i can run gmod at max settings and get a decent frame rate of 40+ (not that source is very intensive) same for l4d2,cnc4, avp 3 (with the occasional stuttering) and tes iv. this doesnt mean i can brag about how good it would run crysis on max settings (you would have to be pretty sad) but i am definatly not the guy with the celeron @ balduran i thinks he means tiberian sun
  • Avatar of LokiSan
  • [QUOTE=jack254;21349302]specs? i can run gmod at max settings and get a decent frame rate of 40+ (not that source is very intensive) same for l4d2,cnc4, avp 3 (with the occasional stuttering) and tes iv. this doesnt mean i can brag about how good it would run crysis on max settings (you would have to be pretty sad) but i am definatly not the guy with the celeron[/QUOTE] I've got a better PC than you, and I go to 10fps as well. That and your computer is not mid range - I run Gmod at max settings at 1920x1080 with an average FPS of 90, and my computer was mid range three years ago. What it is is CPU draw. When looking at the field, you will go down to about 10fps as the source engine is incredibly CPU based - it's core was built before the GPU became the main focus. It is not to do with bad coding, its just how Gmod runs the entities. Remember, they ARE all entities, and entities do eat Gmod.
  • Avatar of WarriorXK
  • My specs are : AMD 7750+ 3GB RAM ATI HD5770 But i do not run GMod maxed out, i run it at 1380*720 (Or something in this range) windowed and high settings, no AA or AF.
  • Avatar of jack254
  • [QUOTE=LokiSan;21350981]I've got a better PC than you, and I go to 10fps as well. That and your computer is not mid range - I run Gmod at max settings at 1920x1080 with an average FPS of 90, and my computer was mid range three years ago. What it is is CPU draw. When looking at the field, you will go down to about 10fps as the source engine is incredibly CPU based - it's core was built before the GPU became the main focus. It is not to do with bad coding, its just how Gmod runs the entities. Remember, they ARE all entities, and entities do eat Gmod.[/QUOTE] is there a specific part of my computer that sucks?
  • Avatar of Cerebrate Zasz
  • [QUOTE=Balduran;21348708]What do you mean by TS? I never thought tib fields in a cave would look so neat[/QUOTE] I meant tiberian sun you know, the walls that you can build by both GDI and NOD [img]http://img689.imageshack.us/img689/9554/tswalls.png[/img] And I think a cave with more grey-ish walls and a cold (green or blue) illumination would look better In that cave on the pic only red tib would look good (IMO)
  • Avatar of LokiSan
  • [QUOTE=jack254;21351274]is there a specific part of my computer that sucks?[/QUOTE] Ignoring your apparent lack of a shift key? AMD Athlon x4 - there are several of these so without a product number I cant say exacts, other than the chipset is designed to be cheap and cheerful. nVidia 220 - nothing more than a rebranded nVidia Geforce 8400, making it a good three years old (and not that great at the time). 2GB RAM - fine if you're on XP, if you're on Vista you'll want a gig more. Ideally you'd want 3 gigs anyway if you are gaming. Long story short, your computer isn't a gaming machine, its a machine that happens to be able to run some games.
  • Avatar of jack254
  • [QUOTE=LokiSan;21351419]Ignoring your apparent lack of a shift key? AMD Athlon x4 - there are several of these so without a product number I cant say exacts, other than the chipset is designed to be cheap and cheerful. nVidia 220 - nothing more than a rebranded nVidia Geforce 8400, making it a good three years old (and not that great at the time). 2GB RAM - fine if you're on XP, if you're on Vista you'll want a gig more. Ideally you'd want 3 gigs anyway if you are gaming. Long story short, your computer isn't a gaming machine, its a machine that happens to be able to run some games.[/QUOTE] i would have guessed the 220 is a 9400 with better energy saving i am using win 7
  • Avatar of Jeffman12
  • Turn of your aero theme while gaming, there's plenty of programs out there you can find that will do this for you. When you've got a game running, you don't really need your desktop to look pretty. My computer's rated around 6 or 7 by the built in windows benchmarking, but my aero score is 4.bad, bringing the rest of my system down. Also, that TS wall idea sounds good, but only if we'd be able to use them joint at angles other than 90 and 180. And from my point of view, that's still tertiary. Oh, and any chance we'd see a console command to turn the max tib field size up or down? Also, dig the new thread.
  • Avatar of LokiSan
  • [QUOTE=jack254;21352578]i would have guessed the 220 is a 9400 with better energy saving i am using win 7[/QUOTE] 9400 was just a rebranded 8400 that had the ability to decode more HD signals than the 8 series - an ability that was never used in the 9400 anyway.
  • Avatar of jack254
  • you really don't like me, do you lokisan? also make red tiberium ridiculously volatile- like a single bullet causing it to blow up
  • Avatar of WarriorXK
  • [QUOTE=jack254;21378133]you really don't like me, do you lokisan? also make red tiberium ridiculously volatile- like a single bullet causing it to blow up[/QUOTE] Whats the fun in that? one single stray bullet and a whole field is down, besides, bullets do not cause enough heat to ignite stuff.
  • Avatar of Balduran
  • [QUOTE=Cerebrate Zasz;21351372]I meant tiberian sun you know, the walls that you can build by both GDI and NOD And I think a cave with more grey-ish walls and a cold (green or blue) illumination would look better In that cave on the pic only red tib would look good (IMO)[/QUOTE] Oh, in that sense. You want them for keeping tiberium out of a specific place, or just protection?
  • Avatar of Cerebrate Zasz
  • [QUOTE=Balduran;21386337]Oh, in that sense. You want them for keeping tiberium out of a specific place, or just protection?[/QUOTE] If its a wall, then both, of course I think is should work like when a crystal patch is trying to grow a child on the wall, the wall would automatically delete the child. And it would have a health like 750 so it would need about 5-6 rockets to destroy one section How are the decals under the crystals going? And Jeffman12 you said you started a visceroid model, hows it going? And Kialtia, will you add a console command to set the max field size?(sometimes 70 is too much)
  • Avatar of Jeffman12
  • I've got access to a sculpting program now, so it should go fairly smoothly. But I'm not sure how animating will work with source. I can make the model, and animate it, but after that, I don't know what else needs to be done.
  • Avatar of WarriorXK
  • [QUOTE=Cerebrate Zasz;21388289]If its a wall, then both, of course I think is should work like when a crystal patch is trying to grow a child on the wall, the wall would automatically delete the child. And it would have a health like 750 so it would need about 5-6 rockets to destroy one section How are the decals under the crystals going? And Jeffman12 you said you started a visceroid model, hows it going? And Kialtia, will you add a console command to set the max field size?(sometimes 70 is too much)[/QUOTE] The actual field size is set in Lua by the creator of the field, but the default is 70, you can change this on top of the sv_wtiberium.lua file. [editline]09:33PM[/editline] [QUOTE=Jeffman12;21389179]I've got access to a sculpting program now, so it should go fairly smoothly. But I'm not sure how animating will work with source. I can make the model, and animate it, but after that, I don't know what else needs to be done.[/QUOTE] Compile it and send it to me.
  • Avatar of LokiSan
  • [QUOTE=jack254;21378133]you really don't like me, do you lokisan? [/QUOTE] Will you stop saying that, you ask for information, I tell you and then you come out with this shit. Shut it.
  • Avatar of Telepethi
  • [QUOTE=Cerebrate Zasz;21346305]Just an idea: the modellers could make TS like wall blocks for both NOD and GDI (straight and corners too) and make them an entity so tiberium and in the future veins cant grow on them and also has HP so it can be destroyed (with explosions like nades and rockets, not bullets) and maybe could be spawned from an other ent for tiberium with this, we can have nice contained fields and bases and maybe gates too[/QUOTE] Doesn't follow the lore. While walls and gates would be awesome, they shouldn't stop Tiberium growth for several reasons. 1- The walls and gates are made of material Tiberium can use (Stone, metal, minerals, etc), so the tiberium WOULD grow on it following the game lore. If you don't believe this, look at cities in C&C3. Tiberium grows on everything. 2- The only thing that stops Tiberium growth is Sonic Weaponry. A 'wall' composed of an Ion Shield would stop Tiberium growth. [editline]10:17PM[/editline] [QUOTE=Cerebrate Zasz;21388289] How are the decals under the crystals going? [/QUOTE] As far as I know, they're not. At least yet. Ki didn't get back to me on whether or not he wanted me to make more, so I'm assuming he's going to put that part in later
  • Avatar of Jeffman12
  • It should be noted that at the time of Tiberian Sun, the lore said that Tiberium wouldn't grow on concrete, and therefore not on the walls. It should also be noted that Nod and GDI both use a type of wall seemingly impervious to Tiberium in C&C 3(Non-constructable in vanilla game, but looks like it should be). I don't see Tiberium growing on the large blue zone outer walls either. But if we're gonna get into technicalities, we can always try to discuss how GDI manages to keep that big broiling pot of tiberium they call a refinery from crystallizing over within the first 3 harvesting runs, although it's beyond me(I think they just made it look like that to be pretty). Ion cannon =/= Sonic Weaponry, and some believe that Ion tech isn't possible without Tiberium and its atmospheric effect present but picking apart that technology is pointless as the Firestorm Wall didn't survive the transition to C&C 3. Now, gates were incapable of stopping vein, as a simple matter of fact, although I think they were intended to. I thought of it as the vein being able to rip anything large with moving parts to pieces. But I don't think we're anywhere near needing to think of anything vein related. I know we had the Sonic Shielding tool in the past, which, if anyone wants a scientific explanation of how that would work; Surfaces are able to vibrate at frequencies, it's most easily observed if you give a piece of rope or string a tug on one end. This frequency can be induced in sound waves, there was an instance where a suspension bridge was destroyed by the sound waves caused by the wind blasting through the canyon it spanned(Real world occurrence). GDI's sonic technology is on the same principle, it creates a sound wave capable of shaking tiberium apart at a molecular level, essentially destroying it and breaking it down to what you could probably consider a fine dust. Seeing as Tiberium is the only thing destroyed by this wave length, as Tiberium's structure is what dictates its resonant frequency, this sound wave can be channeled through other solid materials, thus disrupting any tiberium that comes in contact with the surface in question. According to modern science, this isn't bunk, as sound waves travel through solid materials, and actually travel faster through denser matter states. The Narrows bridge incident is an example of what resonant frequencies can do. The effectiveness of GDI's sonic cannon on non-tiberium based things can be explained by saying that Disruptors in weapons of C&C typically span a wide array wavelengths, allowing them to break apart more than just Tiberium.
  • Avatar of WarriorXK
  • [QUOTE=Telepethi;21417800]Doesn't follow the lore. While walls and gates would be awesome, they shouldn't stop Tiberium growth for several reasons. 1- The walls and gates are made of material Tiberium can use (Stone, metal, minerals, etc), so the tiberium WOULD grow on it following the game lore. If you don't believe this, look at cities in C&C3. Tiberium grows on everything. 2- The only thing that stops Tiberium growth is Sonic Weaponry. A 'wall' composed of an Ion Shield would stop Tiberium growth. [editline]10:17PM[/editline] As far as I know, they're not. At least yet. Ki didn't get back to me on whether or not he wanted me to make more, so I'm assuming he's going to put that part in later[/QUOTE] Oh yea, i would like those decals.
  • Avatar of Cerebrate Zasz
  • [QUOTE=Jeffman12;21418883]It should be noted that at the time of Tiberian Sun, the lore said that Tiberium wouldn't grow on concrete, and therefore not on the walls. It should also be noted that Nod and GDI both use a type of wall seemingly impervious to Tiberium in C&C 3(Non-constructable in vanilla game, but looks like it should be). I don't see Tiberium growing on the large blue zone outer walls either. But if we're gonna get into technicalities, we can always try to discuss how GDI manages to keep that big broiling pot of tiberium they call a refinery from crystallizing over within the first 3 harvesting runs, although it's beyond me(I think they just made it look like that to be pretty). Ion cannon =/= Sonic Weaponry, and some believe that Ion tech isn't possible without Tiberium and its atmospheric effect present but picking apart that technology is pointless as the Firestorm Wall didn't survive the transition to C&C 3. Now, gates were incapable of stopping vein, as a simple matter of fact, although I think they were intended to. I thought of it as the vein being able to rip anything large with moving parts to pieces. But I don't think we're anywhere near needing to think of anything vein related. I know we had the Sonic Shielding tool in the past, which, if anyone wants a scientific explanation of how that would work; Surfaces are able to vibrate at frequencies, it's most easily observed if you give a piece of rope or string a tug on one end. This frequency can be induced in sound waves, there was an instance where a suspension bridge was destroyed by the sound waves caused by the wind blasting through the canyon it spanned(Real world occurrence). GDI's sonic technology is on the same principle, it creates a sound wave capable of shaking tiberium apart at a molecular level, essentially destroying it and breaking it down to what you could probably consider a fine dust. Seeing as Tiberium is the only thing destroyed by this wave length, as Tiberium's structure is what dictates its resonant frequency, this sound wave can be channeled through other solid materials, thus disrupting any tiberium that comes in contact with the surface in question. According to modern science, this isn't bunk, as sound waves travel through solid materials, and actually travel faster through denser matter states. The Narrows bridge incident is an example of what resonant frequencies can do. The effectiveness of GDI's sonic cannon on non-tiberium based things can be explained by saying that Disruptors in weapons of C&C typically span a wide array wavelengths, allowing them to break apart more than just Tiberium.[/QUOTE] exactly :)
  • Avatar of Telepethi
  • [QUOTE=Jeffman12;21418883]It should be noted that at the time of Tiberian Sun, the lore said that Tiberium wouldn't grow on concrete, and therefore not on the walls. It should also be noted that Nod and GDI both use a type of wall seemingly impervious to Tiberium in C&C 3(Non-constructable in vanilla game, but looks like it should be). I don't see Tiberium growing on the large blue zone outer walls either. [highlight]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.[/highlight] But if we're gonna get into technicalities, we can always try to discuss how GDI manages to keep that big broiling pot of tiberium they call a refinery from crystallizing over within the first 3 harvesting runs, although it's beyond me(I think they just made it look like that to be pretty). Ion cannon =/= Sonic Weaponry, and some believe that Ion tech isn't possible without Tiberium and its atmospheric effect present but picking apart that technology is pointless as the Firestorm Wall didn't survive the transition to C&C 3. [highlighter]All refineries use sonic emitters to keep Tiberium in check. And as far as the Ion Cannon, that's particle beam weaponry, which I think has similar properties to sonic weapons. [/highlight] Now, gates were incapable of stopping vein, as a simple matter of fact, although I think they were intended to. I thought of it as the vein being able to rip anything large with moving parts to pieces. But I don't think we're anywhere near needing to think of anything vein related. [highlight]Not until someone gets the veinhole monster done.[/highlight] I know we had the Sonic Shielding tool in the past, which, if anyone wants a scientific explanation of how that would work; Surfaces are able to vibrate at frequencies, it's most easily observed if you give a piece of rope or string a tug on one end. This frequency can be induced in sound waves, there was an instance where a suspension bridge was destroyed by the sound waves caused by the wind blasting through the canyon it spanned(Real world occurrence). GDI's sonic technology is on the same principle, it creates a sound wave capable of shaking tiberium apart at a molecular level, essentially destroying it and breaking it down to what you could probably consider a fine dust. Seeing as Tiberium is the only thing destroyed by this wave length, as Tiberium's structure is what dictates its resonant frequency, this sound wave can be channeled through other solid materials, thus disrupting any tiberium that comes in contact with the surface in question. According to modern science, this isn't bunk, as sound waves travel through solid materials, and actually travel faster through denser matter states. The Narrows bridge incident is an example of what resonant frequencies can do. The effectiveness of GDI's sonic cannon on non-tiberium based things can be explained by saying that Disruptors in weapons of C&C typically span a wide array wavelengths, allowing them to break apart more than just Tiberium.[/QUOTE]