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 Hueg Pack o' Mods *Final update!??!* 
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Joined: Mon Jun 21, 2010 1:40 am
Posts: 208
Location: Hiding in a freezer at Wal-mart
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Post Re: My huge pack of mods, which is back. *Fix: Mar. 24th '10*
Shook wrote:
It already works, i just haven't changed that shiny icon next to the title yet. :U

Ah, sorry. I didn't want to wait for this thing to download since I have bad internet just to see it (possibly) not work.


Fri Sep 30, 2011 11:30 pm
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Joined: Mon Oct 10, 2011 8:06 am
Posts: 26
Location: Indonesia
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 Re: My huge pack of mods, which is back. *Fix: Mar. 24th '10*
Cool,Download now


Mon Oct 10, 2011 10:16 am
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Joined: Mon Apr 18, 2011 1:00 am
Posts: 3
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Post Re: My huge pack of mods, which is back. *Fix: Mar. 24th '10*
Love this mod, remember installing it as my first mod ever for Cortex Command. Testing it right now.


Mon Dec 12, 2011 5:53 am
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Joined: Fri Dec 16, 2011 11:44 am
Posts: 5
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Post Re: My huge pack of mods, which is back. *Fix: Mar. 24th '10*
Cool mod, the I R SRS cannon reminds me of the serious sam portable cannon haha.


Sat Dec 17, 2011 8:22 am
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Joined: Sun Nov 13, 2011 11:26 pm
Posts: 11
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Post Re: My huge pack of mods, which is back. *Fix: Mar. 24th '10*
something is seriously wrong with my cc I download it put it into the cortex command folder and then when I load up cc I get an error message with the folder drones then I deleted the folder and now I get an error message about index folder and im no mod maker so does anyone know how to fix because I really want this mod :-(


Sat Dec 17, 2011 11:07 am
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Joined: Fri Feb 16, 2007 8:43 pm
Posts: 1695
Location: AH SHIT FUCK AUGH
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Post Re: My huge pack of mods, which is back. *Fix: Mar. 24th '10*
I'm not getting any errors. What OS are you using? What kind of insane ritual are you using to extract the contents of the innocent RAR file? What exactly does the error say? Lotsa missing information that i could use. Also, try re-downloading and re-extracting.

@Razorleaff: Thanks! Also yeah, that was totally my inspiration for the gun. Forget Newton's 3rd, THIS IS SERIOUS BUSINESS.

@sspros: Awesome. (b'_')b


Tue Dec 20, 2011 4:28 pm
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Joined: Sun Dec 19, 2010 7:21 pm
Posts: 36
Location: Tutorial Mission
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Post Re: My huge pack of mods, which is back. *Fix: Mar. 24th '10*
Shook, i suggest that you- F*** it. im no person to give suggestions. Keep up the great work. Bit under powered by my usual standards. And... the reflective robot guy. Is useful. As the enemy seems to fire volley after volley of rockets and other assorted weaponry. not realizing its flying back at them. A Dropship landed on the robot. and it flew away at like, 500mph into the sky? might wanna fix that. you know?

:oops:

Keep at it

From your Friendly Neighborhood Crab!


Fri Dec 23, 2011 7:19 am
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Joined: Fri Feb 16, 2007 8:43 pm
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Location: AH SHIT FUCK AUGH
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Post Re: My huge pack of mods, which is back. *Fix: Mar. 24th '10*
Crabman wrote:
Shook, i suggest that you- F*** it.

I SHALL. o7

... oh wait. On a more serious note, thanks! Also, the robot's script is already hideously complicated (281 lines of code, argh), i'm not sure i dare screwing around with it. I'm sure it could be done much shorter, but since it already works decently, i'm not gonna bother. Besides, it results in silly situations sometimes. Silly situations are good.


Mon Jan 02, 2012 4:27 pm
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Joined: Thu Dec 22, 2011 5:12 pm
Posts: 24
Location: South Africa
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Post Re: My huge pack of mods, which is back. *Fix: Mar. 24th '10*
By FAAAR my favourite mod for CC I haven't had any problems and there is such a huge variety of mods I mean where else can you find a thing like anaal kaboom? Will you take this mod further and add things?


Mon Jan 09, 2012 11:10 pm
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Data Realms Elite
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Joined: Fri Jul 03, 2009 11:05 am
Posts: 3878
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Post Re: My huge pack of mods, which is back. *Fix: Mar. 24th '10*
CrimsonCloud wrote:
By FAAAR my favourite mod for CC I haven't had any problems and there is such a huge variety of mods I mean where else can you find a thing like anaal kaboom? Will you take this mod further and add things?

This became too bloated and so he started another modpack.
The Large Pile O' Stuff.


Tue Jan 10, 2012 12:00 am
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Joined: Fri Feb 16, 2007 8:43 pm
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Location: AH SHIT FUCK AUGH
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Post Re: My huge pack of mods, which is back. *Fix: Mar. 24th '10*
Indeed. If i ever feel like making more silly things, they'll be added to that pack. I'm glad you like this one though, lots of love, sweat and distilled rage went into the making of it. c:


Tue Jan 10, 2012 3:42 pm
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Post Re: My huge pack of mods, which is back. *Fix: Mar. 24th '10*
Awesome mod man! :)
Could i maybe use your reflective robot dude as a template and post with one of my mods? would be incredibly useful for using with my stupidly overpowered weapons...
Keep'm comin' !


Thu Feb 23, 2012 7:51 pm
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Joined: Fri Feb 16, 2007 8:43 pm
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Location: AH SHIT FUCK AUGH
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Post Re: Hueg Pack o' Mods *B27-ish since June 5th '12*
YEAH SURE

oh

err

hi

Anyways, updated/fixed this for B27 compatibility. Things to note:
- Mines (including rolling and floating ones) now automatically assume your team to not be explodable (pylons still burn indiscriminately since they're just really hot)
- Serpent Trailer is no longer constrained to the horizontal axis
- T-Rex and Pyro Sniper won't explode your own bromates
- Lua optimization here and there
- A few new sprites for various things
- TECHNICALLY metagame compatible (untested)

Note though, i haven't bothered with loadouts (what with the exceptional lack of actors), so picking it as your or anyone elses main tech is probably not a good idea. I also haven't changed the prices, so it could probably dominate pretty badly. Other than that, go hog wild. :U


Tue Jun 05, 2012 8:35 pm
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Joined: Thu Aug 02, 2012 12:42 pm
Posts: 17
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Post Re: Hueg Pack o' Mods *B27-ish since June 5th '12*
WOW!!! There is a LOT of guns, what I want! Great job guys!


Wed Aug 08, 2012 10:36 pm
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Joined: Tue Aug 07, 2012 4:34 am
Posts: 2
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Post Re: Hueg Pack o' Mods *B27-ish since June 5th '12*
Shook wrote:
YEAH SURE

oh

err

hi

Anyways, updated/fixed this for B27 compatibility. Things to note:
- Mines (including rolling and floating ones) now automatically assume your team to not be explodable (pylons still burn indiscriminately since they're just really hot)
- Serpent Trailer is no longer constrained to the horizontal axis
- T-Rex and Pyro Sniper won't explode your own bromates
- Lua optimization here and there
- A few new sprites for various things
- TECHNICALLY metagame compatible (untested)

Note though, i haven't bothered with loadouts (what with the exceptional lack of actors), so picking it as your or anyone elses main tech is probably not a good idea. I also haven't changed the prices, so it could probably dominate pretty badly. Other than that, go hog wild. :U

Thank you great sir!


Sun Aug 12, 2012 8:02 am
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