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			| Sir 
					Joined: Wed Apr 25, 2012 4:17 am
 Posts: 202
 Location: Brisbane
   |   Giant coalition zombie manWhat is this mod? 
 
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			File comment: Where do I find this?
		
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			| Tue Jul 17, 2012 12:47 pm | 
					
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			| Azukki 
					Joined: Sat Nov 03, 2007 9:44 pm
 Posts: 1916
 Location: Flint Hills
   |   Re: Giant coalition zombie manIt's a zorn, from AAL Experimental Tech. Pretty old, might need some conversion work to be usable in B27.viewtopic.php?p=344022#p344022
 
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			| Tue Jul 17, 2012 1:33 pm | 
					
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			| Joseh123 
					Joined: Wed Feb 08, 2012 10:12 pm
 Posts: 611
 Location: Brazil
   |   Re: Giant coalition zombie manShouldn't this be on missing mods section? 
 
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			| Tue Jul 17, 2012 7:20 pm | 
					
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			| Cybernetic 
					Joined: Wed Aug 04, 2010 2:31 pm
 Posts: 216
   |   Re: Giant coalition zombie manHaha reminds me of the good old times, when we had to play mods to see a rocket launcher in action for the first time. 
 
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			| Tue Jul 17, 2012 8:03 pm | 
					
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			| Sir 
					Joined: Wed Apr 25, 2012 4:17 am
 Posts: 202
 Location: Brisbane
   |   Re: Giant coalition zombie manJoseh123 wrote: Shouldn't this be on missing mods section?Missing mods section?
 
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			| Wed Jul 18, 2012 11:16 am | 
					
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			| helifreak 
					Joined: Tue Apr 07, 2009 8:24 am
 Posts: 193
 Location: Australia
   |   Re: Giant coalition zombie manPretty sure it's actually from Undead Apocalypse. Edit: Specifically the Doom overlord. Here is a link directly to it from the thread Azukki posted. http://dl.dropbox.com/u/14502419/Cortex%20Command%20Mod%20Archive/UndeadApoc.rar  NOTE: I didn't try this version, it won't work due to robot limb being changed to Imperatus.rte instead of Base.rte. I hastily converted the original version I had laying around so it works with B27, I had to comment out the GoreWeapons because I have no idea how to fix it, I assume it's because you can't have a round be an AHuman anymore but I'm not sure. Hopefully someone who knows what they are doing can have a look at it, otherwise my version had all the actors working.https://dl.dropbox.com/u/15606445/UndeadApoc.rte.zip
 
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			| Wed Jul 18, 2012 11:29 am | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Giant coalition zombie manCybernetic wrote: Haha reminds me of the good old times, when we had to play mods to see a rocket launcher in action for the first time."And we walked uphill both ways! Those were times son!"
 
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			| Wed Jul 18, 2012 1:03 pm | 
					
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			| Dauss A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE 
					Joined: Sun Jan 28, 2007 8:54 pm
 Posts: 1070
 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
   |   Re: Giant coalition zombie manMan I still remember when we had to have a new build before rockets could reliably crush someone to death. You were better off using the rocket exhaust at the time to gib their heads. 
 
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			| Wed Jul 18, 2012 3:28 pm | 
					
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			| Cybernetic 
					Joined: Wed Aug 04, 2010 2:31 pm
 Posts: 216
   |   Re: Giant coalition zombie manLizardheim wrote: Cybernetic wrote: Haha reminds me of the good old times, when we had to play mods to see a rocket launcher in action for the first time."And we walked uphill both ways! Those were times son!"Or when you played so long all the crashed ships made a gib wall up to the top of the map. Which you would then play on top of. But walking up hill both ways, that's pretty,old. Hugging, how I miss it, flying into a dudes head, the jet pack way, or even the shield, loosing you legs so you can be faster and more lethal in hugging. But now the AI has brainssss and I love it, got taken out by a Dalfred who jumped out from behind a rock and killed me with a thumper! While I had a thumper ready and aimed myself. Epic. Still miss hugging though, very  original for a game.
 
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			| Wed Jul 18, 2012 3:39 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Giant coalition zombie manAnd in 10 years people will be all like  "hey dude" "Yea?" "Remember that old game with pixels n physics n rockets n ♥♥♥♥, cortex commando I think it was called" "command, and yeah, was pretty ♥♥♥♥ cool" "I'm pre-ff     " "pfft ♥♥♥♥♥♥"
 
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			| Wed Jul 18, 2012 7:09 pm | 
					
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			| Joseh123 
					Joined: Wed Feb 08, 2012 10:12 pm
 Posts: 611
 Location: Brazil
   |   Re: Giant coalition zombie manSir wrote: Joseh123 wrote: Shouldn't this be on missing mods section?Missing mods section?Over here , Sir.
 
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			| Wed Jul 18, 2012 11:25 pm | 
					
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			| Miggles Data Realms Elite 
					Joined: Mon Jul 12, 2010 5:39 am
 Posts: 4558
   |   Re: Giant coalition zombie manThat's a thread, not a section, but whatever. 
 
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			| Thu Jul 19, 2012 12:45 am | 
					
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			| Sir 
					Joined: Wed Apr 25, 2012 4:17 am
 Posts: 202
 Location: Brisbane
   |   Re: Giant coalition zombie manhelifreak wrote: Pretty sure it's actually from Undead Apocalypse. Edit: Specifically the Doom overlord. Here is a link directly to it from the thread Azukki posted. http://dl.dropbox.com/u/14502419/Cortex%20Command%20Mod%20Archive/UndeadApoc.rar  NOTE: I didn't try this version, it won't work due to robot limb being changed to Imperatus.rte instead of Base.rte. I hastily converted the original version I had laying around so it works with B27, I had to comment out the GoreWeapons because I have no idea how to fix it, I assume it's because you can't have a round be an AHuman anymore but I'm not sure. Hopefully someone who knows what they are doing can have a look at it, otherwise my version had all the actors working.https://dl.dropbox.com/u/15606445/UndeadApoc.rte.zipIt works!!  
 
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			| Fri Jul 20, 2012 10:50 am | 
					
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			| Sir 
					Joined: Wed Apr 25, 2012 4:17 am
 Posts: 202
 Location: Brisbane
   |   Re: Giant coalition zombie manThere should be a survival mode where you have to fight the doom overlord.   
 
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			| Sat Jul 21, 2012 7:45 am | 
					
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			| Mad Alex 
					Joined: Sat Oct 17, 2009 2:07 pm
 Posts: 127
   |   Re: Giant coalition zombie manIt was there. 
 
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			| Sat Jul 21, 2012 2:29 pm | 
					
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