If LS3 caused server lag, then the connection wouldn't matter at all. Server-side lag is generally FPS being unstable (going from the fixed FPS rate to 5-30) or the servers tickrate going from 33 (or 66) to 4-7.
The only time the connection would matter is if your maxing the rate setting in the server.cfg and then it would cause choke because packets get backed up.
Seeing as how NONE of this is happening to me from LS3, I can safely conclude you just have a bad server or computer.. or connection.
Don't blame something on LS3 because you don't have the right platform to handle it, go back to LS2 if that is the case.
I however, will stick to the better and up to date LS. (which is LS3.)
LS2/3 doesn't lagg at all, it is RD2/3 that laggs, LS2/3 are just entities, the RD3 system does lagg less but that is because it uses nodes and therefore requires less fuckedup table management.
I personally perfer RD2 because i don't have to use nodes, for small systems it is alot easier to just link them (And i dislike CAF).
I do have to agree that for small systems nodes aren't really needed.
Kialtia, have you considered any of the recent suggestions?.
I don't know your server but this is common on most spacebuild servers.
True but I fail to see where I referenced connection.
Sir I can assure you that my computer is more than powerful enough to handle LS3, and as so it must be almost (emphasis on almost) every server other than yours. I do not lag in singleplayer, just on most servers. It is not my connection, either, unless you consider a 20 meg pipe too slow.
For the record, LS/RD2 (which was actually optimised over some time) is actually just as laggy as LS/RD3, due to the lack of node system. Surely you should know this, because you're obviously more knowledgable :smug:.
LS3 isn't that up to date either, the codebase of it is mostly obsolete now as Snake hasn't been keeping up with the Gmod updates and making use of new hooks (bare in mind LS3 has been around - and officially, its still in beta - since 2008 or maybe even earlier as it was before my time).
It is newer, yes, but in reality its no where near finished, and probably won't be, as after Snake got his ass banned for telling Garry to fix his damn mod, he gave up giving much of a shit.
I'm personally waiting for Frontier, as from the previews its going to shit all over LS.
I'm looking at LS3 from an optimisation and code base view. The mod, is laggy. That is fact, the code is unoptimised and hell half of it doesn't even have a function. Yes modern computers can eat past that lag no problem, but it doesn't remove the issue.
You are a man who actually got a server that is powerful enough to deal with its unoptimisation, good for you and I might take a look. But don't blame something on home computers when it is the actual mod that has unoptimised, broken, laggy code :smug:.
Still, it is better than LS/RD2.
We need to stop hijacking this thread.
Again, I notice absolutely no lag issues with LS3. Thus, I disagree with you.
Because you're the host, not the client, now shut up unless you're going to stay on topic.
I've gotten the crystal model done, it's a little basic and I gave it a dirt mound base. The texture(s) are 50% completed. I need to add a disturbed/corrupted dirt texture for the base, but after that, it should be fine and ready for conversion to a source usable format.
The majority of the tris are in the mesh smoothed dirt mound, this may actually be a bad move as it means the dirt's gonna be more detailed than typical map terrain.
Yeah, haha, why not cut down on the poly count on dirt and just use a more detailed texture.
Well, I was planning to use a default source dirt texture just so it'd look like it fits, but I'm not sure it has what I need in desaturated unfertile soil.
Here's another thought, think I should make the dirt mound a separate model?
That way you can spawn a mound, and the mound will push one of those crystal formations out every now and then as a harvestable but permanent source of tiberium.
I think we'd need to ensure that the dirt mound is immobile, unaffected by tools, and only placeable on brushes and/or displacements with a specific set of materials. It would be a hassle to track down every dirt/sand/grass/natural rock texture for that, though.
Oooh! And if we have that, I believe that would be a great way to implement Tiberium Spikes, so they can only cap off the special dirt mounds instead of omnomming entire fields.
I guess, that'd be a great segway into tib fisures and whatnot.
Factory using resources :
How would we get the initial resources to build the harvester and such?
Anti Tiberium Emitters :
I'll add this.
Anti Tiberium Plating :
I'll add this.
Growth Accelerator :
I'll add this, just need to figure out how to implement this.
Parent Crystal :
Just need to figure out how it would act, would it be invulnerable to harvesters? would only parent fields able to grow?
Tiberium Leaking :
I'll add this, and a convar to enable/disable this.
I believe the only reason you think LS3 lags is because you play on SB3 servers that are run on a GSP. GSP usually limit CPU usage, which can cause lag.
But yes, lets drop this since I don't want to completely steal this thread.
Kialtia: Like I said we could have it so the factory could still spawn one or two things without requiring tiberium (small harvester + small raw storage).
Then the factory would need raw tiberium for everything else, but it would spawn things super-slowly unless it had refined. Think of refined as a speedboost of around 500%.
Large items should require refined tiberium to build.
Should the Sonic Field Generator just stop Tiberium growth or actually destroy the Tiberium?
That's what they're for, though, that's why GDI employed them in the first place. If the fissure/dirt mound entity is made then there won't be a way to remove a field permanently unless the dirt mound is removed.
And if you're a tad obsessive like me, you'd hate harvesting away excess tiberium beyond your storage capacity just for the sake of being rid of it.
id go with preventing it.btw i think i downloaded a mod that came with the old tiberium mod cuz i have stuff from it now. anyone know where it might be from?
Oh and about the parent: it is harvestable until there are enough crystals, then you can't harvest it(the it drains power from crystals then when someone wants to harvest it).You have to harvest the crystals first, and the parent itself should be like 10X more tiberium in it? (like 20000 for a green parent). Or you could make it act the same as the parent from the first tiberium mod (almost not harvestable)
and i agree that the sonic pulse emitter must prevent.
did the forum die?
Haven't used this addon in a while but I did yesterday and it is nice to see most everything is back now. Would there be a way to make Tiberium shatter if it got shot at too much?
Guys this addon is great.
Thanks for this, gives me tons to do.
Sonic pulse SWep is broken, but it still fills its primary role.
It charges past 100, drops back to 0 at the same rate instead of all at once, and only fires while holding down the mouse button instead of on release.
So are the multiple warheads implemented yet? I don't think so because the missle already has a basic warhead on it and I can't find/build a warhead machine.
Kialtia, so far i know there are not very much uses of liquid tiberium/chemical tiberium, can you tell what they will do once the mod is done?
Why was there a complete rewrite of the mod again?
"Kialtia, so far i know there are not very much uses of liquid tiberium/chemical tiberium, can you tell what they will do once the mod is done? "
In the old version, certain ratios of material would make different warheads, so that would be one use.
I hope the warheads are added soon, because right now you can just wire the factory to constantly produce missles.
Is there a convar to change the tracking ability of the missles?
You can already disable tracking by setting lock to 0 on the launcher, unless you mean a convar to disable it for everyone.
BTW, Does this use Gcombat damage?
IMO it should remove the tib. After all we don't really have a quick way of removing entire fields yet, do we?
As for parent crystals... I think they should be unharvestable, and be used to spread tib crystals around just like ordinary crystals.
Why? Because that way you don't have to worry that you'll harvest everything and won't have any tib left to grow back.
I also think they should still be insta-kill on touch. Without the tib ragdolls,.
Are there plans for hand held harvesters?
Also, what about tiberium zombies due to tiberium infection?
Also what about a shotgun that shoots tiberium shards that can produce tiberium infections?
Also also also, what about tiberium infecting trees?