View unanswered posts | View active topics It is currently Thu Dec 26, 2024 4:40 am



Reply to topic  [ 33 posts ]  Go to page 1, 2, 3  Next
 Elzirs mod! (Version: 0.6) 
Author Message
User avatar

Joined: Tue Aug 28, 2012 4:13 am
Posts: 33
Location: Vladivostok!
Reply with quote
 Elzirs mod! (Version: 0.6)
On the Version Build 31 cortex command unstable but works

____________________________________________________________

Devices

Image
____________________________________________________________
Actors
Image
____________________________________________________________
Bunkers
Image
____________________________________________________________
Download

Yandex Disk
____________________________________________________________
Image


Last edited by Sfabrikans on Sun May 17, 2015 7:09 am, edited 17 times in total.



Tue Aug 28, 2012 7:39 am
Profile
User avatar

Joined: Fri Aug 12, 2011 3:03 am
Posts: 32
Reply with quote
Post Re: Elzirs
nice, like this mod :D


Tue Aug 28, 2012 10:15 am
Profile
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
Reply with quote
Post Re: Elzirs
Appearing out of nowhere and throwing around these wonderful sprites like no tomorrow...

Nice work! :grin:


Tue Aug 28, 2012 12:16 pm
Profile
User avatar

Joined: Wed Apr 25, 2012 4:17 am
Posts: 202
Location: Brisbane
Reply with quote
Post Re: Elzirs
I agree, nice sprites. Good to see yet another potentially great modder/spriter. Pretty good for a first post.


Tue Aug 28, 2012 1:36 pm
Profile
User avatar

Joined: Tue Aug 28, 2012 4:13 am
Posts: 33
Location: Vladivostok!
Reply with quote
Post Re: Elzirs
The only thing I did not set loadouts.


Wed Aug 29, 2012 5:12 am
Profile
User avatar

Joined: Sat Jun 23, 2012 2:03 pm
Posts: 340
Location: At home, drinking some tears (probably mine)
Reply with quote
Post Re: Elzirs
Making a loadout would be fun, otherwise we'd all be playing around with fat culled zombie clones. Its totally worth your time! Nice sprites and mod!


Wed Aug 29, 2012 1:52 pm
Profile
User avatar

Joined: Fri Sep 23, 2011 8:18 pm
Posts: 26
Reply with quote
Post Re: Elzirs
actually there was a loadout in the download it was simply hade a few misnamed actors in it.

apart from the light actors head being slightly to large for my taste this is a very nice mod.


Wed Aug 29, 2012 7:29 pm
Profile
User avatar

Joined: Tue Aug 28, 2012 4:13 am
Posts: 33
Location: Vladivostok!
Reply with quote
Post Re: Elzirs
With the new version, changed the names of actors & weapons, but forgot to change loadouts.


Thu Aug 30, 2012 5:55 am
Profile
User avatar

Joined: Tue Aug 28, 2012 4:13 am
Posts: 33
Location: Vladivostok!
Reply with quote
Post Re: Elzirs mod! (Version: Alpha 0.1.3.)
Updated!


Wed Oct 03, 2012 9:25 am
Profile
User avatar

Joined: Sat Oct 06, 2012 1:52 pm
Posts: 42
Reply with quote
Post Re: Elzirs mod! (Version: Alpha 0.1.3.)
Question: Why is this mod in a .zip archive? Doesn't that cause problems with installation?


Mon Oct 08, 2012 8:19 pm
Profile

Joined: Sat Oct 22, 2011 8:07 pm
Posts: 149
Reply with quote
Post Re: Elzirs mod! (Version: Alpha 0.1.3.)
terminator44 wrote:
Question: Why is this mod in a .zip archive? Doesn't that cause problems with installation?

Every mod is in a .zip archive. To install it, you have to unzip it and put it into your CC directory.


Mon Oct 08, 2012 8:31 pm
Profile
User avatar

Joined: Sat Oct 06, 2012 1:52 pm
Posts: 42
Reply with quote
Post Re: Elzirs mod! (Version: Alpha 0.1.3.)
Quote:
Every mod is in a .zip archive. To install it, you have to unzip it and put it into your CC directory.


Incorrect. Most mods are .RAR or .rte, as explained here: viewtopic.php?f=61&t=10652
If this .zip hasn't caused problems for anyone then I don't mind, it's just unusual.


Mon Oct 08, 2012 9:01 pm
Profile
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Reply with quote
Post Re: Elzirs mod! (Version: Alpha 0.1.3.)
Incorrect.
Mods are a folder, that end with .rte. Techion.rte, DSTech.rte, Darkstorms.rte, all for example. None are FILES, all are FOLDERS. If a folder doesn't end with .rte, CC will ignore it completely.
That said, any .zip, .rar, or .rte FILES (of which, .rte is not a real filetype that is used by things) will be ignored to pieces by CC. They're only used as any zip or rar or 7z folder is; for easy storage and download of files.


Mon Oct 08, 2012 9:12 pm
Profile WWW

Joined: Mon Oct 01, 2012 7:14 am
Posts: 95
Reply with quote
Post Re: Elzirs mod! (Version: Alpha 0.1.3.)
Furthermore .zip and .rar simply indicate that the file (or files/directories in the container) in question have been compressed using the corresponding algorithm. The net result after you de-compress should basically be the same regardless of the algorithm unless something went wrong. And you always need to decompressed for CC to read the file.

Folders in Windows don't innately have an extension, they only come up if you specifically give one (ie .rte in cortex command)


Mon Oct 08, 2012 9:31 pm
Profile
User avatar

Joined: Wed Aug 04, 2010 2:31 pm
Posts: 216
Reply with quote
Post Re: Elzirs mod! (Version: Alpha 0.1.3.)
I love your diggers!!!!! :grin: and the "cleaner" digger is like so overpowered with a light unit its like trying to walk in a wind tunnel awesome! Great mod. Liked the electric theme original.


Wed Oct 10, 2012 8:43 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 33 posts ]  Go to page 1, 2, 3  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.254s | 14 Queries | GZIP : Off ]