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 UniTec (1.0.0 - CC1.0) - DISCONTINUED 
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Joined: Mon Oct 25, 2010 5:51 am
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Location: Sydney
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Post Re: UniTec (B26_1.1.0)
I bet it's none.


Sun Oct 09, 2011 2:40 am
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Joined: Fri Jan 07, 2011 8:01 am
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Location: In your office, earning your salary.
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Post Re: UniTec (B26_1.1.0)
Dudes, you are probably not going to find out soon.
And I don't think it'll change much knowing who the coder is.
Just wait until he is in the credits.

Now let's get back to UniTec.
Shields should have a repair function too =D!


Last edited by Asklar on Sun Oct 09, 2011 3:02 am, edited 1 time in total.



Sun Oct 09, 2011 2:44 am
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Joined: Thu Jul 08, 2010 10:24 pm
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Post Re: UniTec (B26_1.1.0)
The bullpup offsets are terrible, if you want I could PM offsets that I'll make on my own time.


Sun Oct 09, 2011 2:51 am
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Joined: Sun Mar 13, 2011 6:17 pm
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Post Re: UniTec (B26_1.1.0)
I wasn't suggesting that it was asklar, no offense asklar you are a very good and well known modder
I was saying that gotcha said that whoever this person was took it at about the same time or before asklar, and that whoever this person is must be pretty good for taking on 20 missions :)


Sun Oct 09, 2011 4:01 am
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Joined: Tue Apr 01, 2008 4:49 pm
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Post Re: UniTec (B26_1.1.0)
*ignoring the who's mister x discussion with the hope that people will stop hyping stuff up*

Mingebag7 wrote:
The bullpup offsets are terrible, if you want I could PM offsets that I'll make on my own time.


Sure, send them over. Also, if you have specific gun names for me then I could have a look as well. I can't recall any really terrible offsets. :???:
Well, except how the actors with bigger bodies hold small guns (only recently noticed this), but that'll be fixed in the next version.


Sun Oct 09, 2011 12:38 pm
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Joined: Sat Aug 20, 2011 10:50 am
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Post Re: UniTec (B26_1.1.0)
How come the UniTec Army actors missing? The only actors that show up to buy are shield, world economic, and a 3 marines only carying shotguns. (Including the vehicles/mechs)


Mon Oct 17, 2011 6:17 am
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Joined: Tue Apr 01, 2008 4:49 pm
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Post Re: UniTec (B26_1.1.0)
I noticed that too. It's a silly mistake I've made.
They will be buyable once you start the map, but they're not there in the building phase.

Consider this fixed in the next version. Sorry.
Shouldn't take long for it to be released though. :) (Couple of days/this weekend.)


Mon Oct 17, 2011 3:10 pm
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Post Re: UniTec (B26_1.1.0)
Hooray, my bullpup offsets will be featured! :D


Mon Oct 17, 2011 9:02 pm
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Post Re: UniTec (B26_1.1.0)
Yes, yes. Thank you again. xD


Mon Oct 17, 2011 9:12 pm
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Joined: Thu May 15, 2008 11:40 am
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Location: In heaven, everything is fine.
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Post Re: UniTec (B26_1.1.0)
After not playing CC for so long, this is the first mod i installed on my B26. I wasn't disappointed.

However, for some reason, the Zombie Slaughter crashes my game every time 10 seconds after start, no exceptions.


Thu Oct 20, 2011 10:21 am
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Post Re: UniTec (B26_1.1.0)
Now that is weird. It works fine for me.
What map were you using? :???:

Edit: Thanks, Jack Trades. :)


Last edited by Gotcha! on Thu Oct 20, 2011 12:48 pm, edited 1 time in total.



Thu Oct 20, 2011 11:58 am
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Joined: Fri Sep 16, 2011 4:40 pm
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Post Re: UniTec (B26_1.1.0)
I like your new avatar, Gotcha!.


Thu Oct 20, 2011 12:06 pm
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Post Re: UniTec (B26_1.1.0)
Plain old grasslands 1


Thu Oct 20, 2011 3:28 pm
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Post Re: UniTec (B26_1.1.0)
Works fine for me. :???:


Thu Oct 20, 2011 3:41 pm
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Post Re: UniTec (B26_1.1.0)
O....kay... After some more testings, the zombie mode works fine now. No idea why. Guess I need to make some constructive comments to make up for this... erm... let see...

Ah yes, would the zombie mode be benefited if the zombies are very tough and have edited walkpath/AI to make them walk non-stop?


Thu Oct 20, 2011 3:54 pm
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