The new mod tags, what they do and howto use them - Page 2

The new mod tags, what they do and howto use them

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: The new mod tags, what they do and howto use them

Post by Argh »

I'm using them, seems to work ok here. However, I'm not dealing with mutator hassles, either, just dependencies.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: The new mod tags, what they do and howto use them

Post by Pxtl »

Argh wrote:I'm using them, seems to work ok here. However, I'm not dealing with mutator hassles, either, just dependencies.
Which filename are you using? Is PURE even in the installer? After all, the problem happens when you have both an installer version and numbered-version filename.
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