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Author Topic: a modmanager for a game called Cortex Command [done]  (Read 21154 times)

p3lb0x

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a modmanager for a game called Cortex Command [done]
« on: August 25, 2007, 11:19:01 AM »
the game

Basically it should detect all folders wherever it is and make a check boxes for them. When you check it on it will add .rte to the end of the name and when the mod is off it will remove .rte from the folder name. that is the barebones version of it. it would be really cool if it could load a picture and a txt file with a description of the mod too
here is a picture of my Cortex Command folder which shows some mods that are off
http://img523.imageshack.us/img523/706/ccfolderfh9.png
a modmanager for a game called Cortex Command [done]
Stop mousering people so much - Mouser
« Last Edit: February 07, 2008, 10:50:57 AM by p3lb0x »

scancode

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DONE: ccModManager
« Reply #1 on: February 07, 2008, 10:42:05 AM »
ccScreenshot.PNG
Download here:
New Version 1.1: Taller, so you can see more mods at once.
There you go, Mr. pelbox!
« Last Edit: February 07, 2008, 11:00:48 AM by scancode »

p3lb0x

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Re: a modmanager for a game called Cortex Command [req]
« Reply #2 on: February 07, 2008, 10:47:59 AM »
Wow, nice! Ill be using this one for sure! My folder gets incredibly cluttered very fast when I go on download sprees and this will help ALOT.
Stop mousering people so much - Mouser

Ratburge

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Re: a modmanager for a game called Cortex Command [done]
« Reply #3 on: May 05, 2008, 06:57:33 AM »
I was just wondering if there is going to be another release of this same mod but with one diffrence.

Would it be possible to make one that also says which mods are available to the computer as well?
that would just be kick ass and I would appreciate seeing on like that in the near future.

scancode

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Re: a modmanager for a game called Cortex Command [done]
« Reply #4 on: May 05, 2008, 05:22:11 PM »
Sure, I'll rewrite it from scratch.
Just tell me HOW do I detect when a mod is available or not for the computer to use.
Best Regards.

Ratburge

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Re: a modmanager for a game called Cortex Command [done]
« Reply #5 on: May 08, 2008, 03:35:26 PM »
I'm not 100% too sure as I have only touched programming. but I'm pretty sure you just tell the AI to use the same mods available to the player by altering ' Index.ini in Base.rte and also messing around with the Activities.ini)... by doing this you can ass which ones load for the AI and which don't. the only problem is making a nice little program that will alter these for ya correctly.

I know there is a link on how to mod the startup to give the AI the ability to use Modded units, weapons, dropships.  I can point you to this page which seems to have narrowed a lot down (I still cant understand it 100% though) http://www.datarealm...tivities.ini_Editing I tried it once to give the AI dark clones and crashed the game unfortunately, hope that you have a better head on your shoulders than I do. My specialty is animation and unfortunately not programming. I'm pretty sure someone could tell you more on the cortex command forums.

I will understand if it's a bit too much work but maybe you would enjoy the challenge and I'm Damned sure a lot of people are going to love you for it and pretty sure it will even make it into the final game.

Thanks a mil in advance
« Last Edit: May 08, 2008, 03:44:59 PM by Ratburge »

scancode

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Re: a modmanager for a game called Cortex Command [done]
« Reply #6 on: May 08, 2008, 03:42:05 PM »
Ok, I'm totally clueless... Will try to get some help on the forums, but i'm not pretty sure they like me over there :D

Ratburge

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Re: a modmanager for a game called Cortex Command [done]
« Reply #7 on: May 08, 2008, 05:31:48 PM »
I have been looking on the CC forums and found someone who seems to know what he is doing, his name is 'No_One' - this is the last post he did http://www.datarealm....php?f=1&t=11150

Deozaan

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Re: a modmanager for a game called Cortex Command [done]
« Reply #8 on: November 14, 2008, 01:51:14 PM »
I found a bug. I have a mod called "Desert" and another one called something like "Desert Base" but toggling either of them renames the same folder, and can actually lead to errors and, if I remember correctly, a crash of ccModManager.


scancode

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Re: a modmanager for a game called Cortex Command [done]
« Reply #9 on: November 14, 2008, 01:53:11 PM »
I'll recode it from scratch this weekend.

f0dder

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Re: a modmanager for a game called Cortex Command [done]
« Reply #10 on: November 14, 2008, 01:53:28 PM »
Yay for tokenizing or bad regular expressions :D
- carpe noctem

scancode

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Re: a modmanager for a game called Cortex Command [done]
« Reply #11 on: November 14, 2008, 02:19:24 PM »
Yay for tokenizing or bad regular expressions :D

it was your brother's fault... he nagged me with this one.

f0dder

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Re: a modmanager for a game called Cortex Command [done]
« Reply #12 on: November 14, 2008, 02:57:06 PM »
Yay for tokenizing or bad regular expressions :D
it was your brother's fault... he nagged me with this one.
Yeah, I always skate easy through my brothers' coding requests as well :P
- carpe noctem