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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
PriestsOfSyrinx wrote: This may seem trivial, but why do some people insist on giving their guns these code names, rather than:
A) giving it a creative name. or B) giving it a meaningful/descriptive name.
just saying... I think the main reason is that the space in the buy menu for names is very small. Thankfully we now have descriptions for guns =]
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Fri Nov 14, 2008 4:48 am |
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pokemaughan
Joined: Sat Oct 18, 2008 5:27 am Posts: 56 Location: Cornflats, IN
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Re: Crobotech Mod Beta 2
PriestsOfSyrinx wrote: This may seem trivial, but why do some people insist on giving their guns these code names, rather than:
A) giving it a creative name. or B) giving it a meaningful/descriptive name.
just saying... Military is all about acronyms and getting things done quickly and effeciently- even if that means taking out a few vowels on the way. (Think M16, AR15, AK47, M9, F16, B17, P47, .50cal, so on and so forth) But that's not to say that can't take on a fantasy-approach, such as say, The Grenade Launcher of Mystical Explosions +5, or Dropship of Greater Cargo +3.
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Fri Nov 14, 2008 4:52 am |
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AlphaCommando
Joined: Wed May 02, 2007 10:27 pm Posts: 514 Location: Eating ice cream at Graeter's
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Re: Crobotech Mod Beta 2
-Edit- Seems he beat me to it; so yeah...what he said. Anyway, the new description system is awesome; not that it is really needed but adds some spice to the game.
Last edited by AlphaCommando on Fri Nov 14, 2008 5:04 am, edited 1 time in total.
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Fri Nov 14, 2008 5:03 am |
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Hariku
Joined: Mon Feb 11, 2008 4:45 am Posts: 69
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Re: Crobotech Mod Beta 2
The sprites look like godly sex. I'll DL it later.
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Fri Nov 14, 2008 5:03 am |
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PriestsOfSyrinx
Joined: Sun Oct 12, 2008 7:31 am Posts: 18 Location: The post is coming from inside the house.
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Re: Crobotech Mod Beta 2
The new description function is quite nice especially when you DL a load of new mods and can't remember what all the guns do.
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Fri Nov 14, 2008 5:49 am |
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PriestsOfSyrinx
Joined: Sun Oct 12, 2008 7:31 am Posts: 18 Location: The post is coming from inside the house.
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Re: Crobotech Mod Beta 2
CommanderCool wrote: Also I agree with Exalion, BRING FORTH THE B22 EDITION. Wait, this isn't B22 yet? That would explain why it isn't working for me, Durrrr.... EDIT: oops double post
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Fri Nov 14, 2008 5:54 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Crobotech Mod Beta 2
capnbubs wrote: Crobos will never be first party. They were never designed with that in mind.
Just to clear things up, I got the go from data on the Browncoats after I designed them to fit in with the CC universe.
Please remember me and numgun are developers now, it makes sense that Data would give consideration to members of the development team. THE BROWN COATS ARE GOING TO BE FIRST PARTY? HOLYCAPTAINWAFFLEBURGERS THAT'S AWESOME!
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Fri Nov 14, 2008 6:20 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Crobotech Mod Beta 2
Exalion wrote: THE BROWN COATS This is why i think they look like USSR soldiers in 22-23th century . All soviet soldiers where whearing brown coats .
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Fri Nov 14, 2008 12:49 pm |
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CommanderCool
Joined: Tue Aug 14, 2007 2:53 pm Posts: 296 Location: Black Mesa Research Facility
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Re: Crobotech Mod Beta 2
grenade wrote: Exalion wrote: THE BROWN COATS This is why i think they look like USSR soldiers in 22-23th century . All soviet soldiers where whearing brown coats . Shut up you lying liar. PriestsOfSyrinx wrote: Wait, this isn't B22 yet? That would explain why it isn't working for me, Durrrr....
EDIT: oops double post Of course it is, you dolt. I mean the upgraded B22 editon of the Crobotech Mod.
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Fri Nov 14, 2008 6:39 pm |
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Drone_Fragger
Joined: Sun Nov 19, 2006 2:22 am Posts: 39
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Re: Crobotech Mod Beta 2
Theres a build 22 version?
Where's it at?
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Fri Nov 14, 2008 6:48 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Crobotech Mod Beta 2
CommanderCool ! Stop flaming me ! I just saying my idea . I didnt flamed you , did i ? I wanted to call you one good* word , but i won't .
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Fri Nov 14, 2008 7:34 pm |
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CommanderCool
Joined: Tue Aug 14, 2007 2:53 pm Posts: 296 Location: Black Mesa Research Facility
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Re: Crobotech Mod Beta 2
Drone_Fragger wrote: Theres a build 22 version?
Where's it at? GOD DAMNIT NO. WHAT IS IT THAT NOBODY GETS - IM ASKING FOR IT, IT DOESNT REALLY EXIST! grenade wrote: CommanderCool ! Stop flaming me ! I just saying my idea . I didnt flamed you , did i ? I wanted to call you one good* word , but i won't . You know, theres a difference between flaming people and telling them theyre wrong. Calling you a 'Lying liar' is not as much a flame as it is a pontification constructed in the form of a Lord Internet reference. Now stop complaining.
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Fri Nov 14, 2008 8:19 pm |
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Drone_Fragger
Joined: Sun Nov 19, 2006 2:22 am Posts: 39
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Re: Crobotech Mod Beta 2
CommanderCool wrote: PriestsOfSyrinx wrote: Wait, this isn't B22 yet? That would explain why it isn't working for me, Durrrr....
EDIT: oops double post Of course it is, you dolt. I mean the upgraded B22 editon of the Crobotech Mod.well then don't imply that there is a build 22 version when really there isn't ¬_¬
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Fri Nov 14, 2008 8:51 pm |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: Crobotech Mod Beta 2
Here, this should work for B22. Took five minutes to fix. If you don't like all the crobos attacking you, then delete the line " IncludeFile = Crobotech.rte/Activities.ini" in "Activities.ini" in Crobotech.rte
It will ask you to over-write base.rte, click yes. All it will do is add a folder to base that lets the crobos work.
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Fri Nov 14, 2008 8:52 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Crobotech Mod Beta 2
I was never here.
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Fri Nov 14, 2008 9:13 pm |
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