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Sfabrikans
Joined: Tue Aug 28, 2012 4:13 am Posts: 33 Location: Vladivostok!
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Elzirs mod! (Version: 0.6)
On the Version Build 31 cortex command unstable but works ____________________________________________________________ Devices ____________________________________________________________ Actors____________________________________________________________ Bunkers____________________________________________________________ DownloadYandex Disk____________________________________________________________
Last edited by Sfabrikans on Sun May 17, 2015 7:09 am, edited 17 times in total.
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Tue Aug 28, 2012 7:39 am |
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Ace1214
Joined: Fri Aug 12, 2011 3:03 am Posts: 32
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Re: Elzirs
nice, like this mod
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Tue Aug 28, 2012 10:15 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Elzirs
Appearing out of nowhere and throwing around these wonderful sprites like no tomorrow... Nice work!
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Tue Aug 28, 2012 12:16 pm |
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Sir
Joined: Wed Apr 25, 2012 4:17 am Posts: 202 Location: Brisbane
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Re: Elzirs
I agree, nice sprites. Good to see yet another potentially great modder/spriter. Pretty good for a first post.
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Tue Aug 28, 2012 1:36 pm |
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Sfabrikans
Joined: Tue Aug 28, 2012 4:13 am Posts: 33 Location: Vladivostok!
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Re: Elzirs
The only thing I did not set loadouts.
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Wed Aug 29, 2012 5:12 am |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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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!
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Wed Aug 29, 2012 1:52 pm |
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SharpenedOnTheDawn
Joined: Fri Sep 23, 2011 8:18 pm Posts: 26
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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.
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Wed Aug 29, 2012 7:29 pm |
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Sfabrikans
Joined: Tue Aug 28, 2012 4:13 am Posts: 33 Location: Vladivostok!
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Re: Elzirs
With the new version, changed the names of actors & weapons, but forgot to change loadouts.
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Thu Aug 30, 2012 5:55 am |
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Sfabrikans
Joined: Tue Aug 28, 2012 4:13 am Posts: 33 Location: Vladivostok!
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Re: Elzirs mod! (Version: Alpha 0.1.3.)
Updated!
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Wed Oct 03, 2012 9:25 am |
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terminator44
Joined: Sat Oct 06, 2012 1:52 pm Posts: 42
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Re: Elzirs mod! (Version: Alpha 0.1.3.)
Question: Why is this mod in a .zip archive? Doesn't that cause problems with installation?
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Mon Oct 08, 2012 8:19 pm |
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The Chairman
Joined: Sat Oct 22, 2011 8:07 pm Posts: 149
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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.
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Mon Oct 08, 2012 8:31 pm |
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terminator44
Joined: Sat Oct 06, 2012 1:52 pm Posts: 42
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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=10652If this .zip hasn't caused problems for anyone then I don't mind, it's just unusual.
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Mon Oct 08, 2012 9:01 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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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.
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Mon Oct 08, 2012 9:12 pm |
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tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
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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)
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Mon Oct 08, 2012 9:31 pm |
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Cybernetic
Joined: Wed Aug 04, 2010 2:31 pm Posts: 216
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Re: Elzirs mod! (Version: Alpha 0.1.3.)
I love your diggers!!!!! 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.
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Wed Oct 10, 2012 8:43 pm |
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