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 Crobotech Mod Beta 2 
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Joined: Sun Nov 19, 2006 2:22 am
Posts: 39
Post Re: Crobotech Mod Beta 2
CaveCricket48 wrote:
I never imagined some people can be so gullible... Either that, or ignorant.
To those who think there is no build 22, CHECK THE DEVLOG


What does that have to do with there being a build 22 compatable version of Crobos?


Fri Nov 14, 2008 9:22 pm
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Joined: Sat Nov 18, 2006 8:11 pm
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Post Re: Crobotech Mod Beta 2
CaveCricket48 wrote:
I was never here.


Too late, someone already quoted you. Your stupidity is engraved in a quote.


Fri Nov 14, 2008 9:25 pm
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Joined: Sun Mar 30, 2008 6:08 pm
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Post 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 .

TWO THINGS
Trenchcoats are what you're thinking of
And
No, they didn't.
Russian standard issue today is FLORA-3 Camoflauge, go to wiki and type Russian camoflauge to see the other crap they wore.


Fri Nov 14, 2008 9:36 pm
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Location: Ukraine,Odessa in the ASC bunker-base
Post Re: Crobotech Mod Beta 2
The ClamV2 wrote:
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 .

TWO THINGS
Trenchcoats are what you're thinking of
And
No, they didn't.
Russian standard issue today is FLORA-3 Camoflauge, go to wiki and type Russian camoflauge to see the other crap they wore.


Today they are FLORA-3 blah blah blah . But in 1941-1960\65 years they weared brown coats in north regions of current Russia .


Fri Nov 14, 2008 9:39 pm
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Post Re: Crobotech Mod Beta 2
grenade wrote:

Today they are FLORA-3 blah blah blah . But in 1941-1960\65 years they weared brown coats in north regions of current Russia .

You are thinking of domestic Spetsnaz units, not all of them wore brown coats, Most probably wore them because goddamn it's cold up there.
And don't blah blah blah me.


Fri Nov 14, 2008 9:44 pm
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Joined: Mon Dec 10, 2007 9:54 pm
Posts: 250
Post Re: Crobotech Mod Beta 2
Foogooman wrote:
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.
Why didn't you just redirect to the new Coalition directory? Torso B is still there.


Fri Nov 14, 2008 10:28 pm
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Post Re: Crobotech Mod Beta 2
Drone_Fragger wrote:
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 ¬_¬

I didnt, you specimen.


Fri Nov 14, 2008 10:30 pm
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Post Re: Crobotech Mod Beta 2
goddamn, you leave for 12 hours and theres a mini flame war between grenade and whoever speaks to him. wow.
how about we wait for some more teasers eh?
capnbubs, how far are they from a playable beta? or arent you doing that this time?


Fri Nov 14, 2008 10:44 pm
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Post Re: Crobotech Mod Beta 2
Just for the record CommanderCool, I never thought you implied anything, so there's no reason to call me a dolt. I just entered the thread, DL'd it assuming it was B22 compatible already, and when it didn't work, I saw you saying "BRING FORTH THE B22 EDITION" and realized it hadn't been updated yet.

So you can go right ahead and un-bunch your panties thank you very much.


Fri Nov 14, 2008 11:19 pm
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Post Re: Crobotech Mod Beta 2
PriestsOfSyrinx wrote:
Just for the record CommanderCool, I never thought you implied anything, so there's no reason to call me a dolt. I just entered the thread, DL'd it assuming it was B22 compatible already, and when it didn't work, I saw you saying "BRING FORTH THE B22 EDITION" and realized it hadn't been updated yet.

So you can go right ahead and un-bunch your panties thank you very much.

Cant argue with that logic. You aint bad, mate.


Sat Nov 15, 2008 12:15 am
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Post Re: Crobotech Mod Beta 2
Ok, 1:
who cares what colour coats the russians had in ww2!!!
second build 22 is out, but there is (except of that quick hack) no official b22 version of this mod.

I'm more interested in seeing 'the browncoats' in the next build. they're so pretty!


Sat Nov 15, 2008 12:16 am
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Joined: Thu Aug 14, 2008 3:12 am
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Post Re: Crobotech Mod Beta 2
D0h, I was hoping this would be made into B22 by now. :sad:

Also, flames wars are ridiculous. Arguing over a phone line, cable, or what have you is simply ridiculous enough, compared to normal every day arguments. Even more so if they're something as ridiculously off topic as who wore what coats. So, good day to those arguing.

And now for something on topic - I'mma be watching for when we get an upgrade here. Also, the SR-5000 (If memory serves, that's what it's called) is a sexy laser beam that is underpowered for what it's capable of. But yeah, I'll be waiting.


Tue Nov 18, 2008 5:22 am
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Post Re: Crobotech Mod Beta 2
That's what I love about the LR-5000, it isn't underpowered, it's balanced. It's a nice change to the normal DEATHRAYZLAWL.


Tue Nov 18, 2008 6:46 am
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Joined: Fri Oct 10, 2008 3:39 am
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Post Re: Crobotech Mod Beta 2
I agree with Vanhelsing. Flames = stupid. Coats? How much did this conversation have to do with our beloved Crobots?

We really need a B22 compatible version of this mod! I saw someone had mentioned earlier a way of modifying files to make it work, but whatever directions there were, were not clear or precise enough for me to figure it out. If someone wants to come forward with a step-by-step process for making Crobotech compatible with B22, it would help those of us with less know-how.

Anyways, this mod is more or less my favorite. The actors are the best, bar none. I love the way the crobots look and feel, and the weaponry is great too. I like the PA-60 particularly, it feels exactly like I imagine an energy weapon of its sort would.

I agree that the LR-5000 is an awesome concept for a weapon but it might need some definition. Maybe a REALLY long reload, a larger clip size, and much more range. Make it expensive too. It could be that kinda weapon that you have just one of...held by a guy perched behind cover at the highest point of the map, reloading it while you are controlling something else. You hear the clip finish the reload after a minute or two and then you switch to the actor carrying it, just to wipe out a portion of the battle field with it and setting it to reload again before going on back to what you were doing. A strategic superweapon! Hell, make it EXPLODE when the actor carrying it dies so fools can't call in whole squads equipped with em.

After all, if it takes more than a minute to reload, that actor pretty much is forced to do nothing BUT reload that clip for that entire time. Oh, it can move, but it couldn't shoot back without switching weapons and resetting its reload. Making the gun heavy, and thus reducing the actor's mobility, might also help to mitigate a larger clip and much longer range.

I'm of the opinion you can make powerful weapons, but you have to give them powerful setbacks. The CC engine is robust enough for this to be possible.


Wed Nov 19, 2008 1:28 am
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Post Re: Crobotech Mod Beta 2
admirabilis wrote:
I agree with Vanhelsing. Flames = stupid. Coats? How much did this conversation have to do with our beloved Crobots?

I certainly dissagree about the flame sprites.
They are simply one of the most beautiful sprites put to use.

And the coats relates to Capnbubs, the father of crobos, and his next project.


Wed Nov 19, 2008 2:42 am
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