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 [MOD] Cortex Command - Advanced Mod 

Do you support this mod?
5 Yes, definitely!!! 32%  32%  [ 6 ]
4 That would be nice! 32%  32%  [ 6 ]
3 Not really! 11%  11%  [ 2 ]
2 Don't see clear it's purpose! 0%  0%  [ 0 ]
1 No, this mod doesn't interest me at all! 26%  26%  [ 5 ]
Total votes : 19

 [MOD] Cortex Command - Advanced Mod 
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Joined: Fri Nov 28, 2008 11:15 pm
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Location: Latvia
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Post Re: CC - Advanced Mod
Aspect,

Well, the method that I am using right now isn't that hard, even for coders exept the Defenitin of Material index, where it stores additional material indexes in addition to the base.rte, and there you must not have conflicts, so I change them and write down which mods use which indexes. But there will be the LIGHT version of my mod, where you do not need to change anything, just copy and paste, and if you will want to remove some mods, just go to the Mods.rte and inside Index.ini delete the lines of the mods, that you do not like ( there will be a short description of what the mod does, author notes, etc. The same goes for maps!

But the full version features modified files from Base.rt, including Scenes.ini moddified, so that you can load up the maps in the Scene Editor and make Custom maps!

In both versions there will be files, that will require overcopy to the vanilla, because the actor, bunker model, tool and weapon defenitions are inside the vanilla folders, so there will be some more copy/paste, but nothing more!

My thoughts:
This is and will be eventually compatable with other mods, so that you will still be able to add more mods/maps in the main directory in the format of .rte, it is just a balanced and sorted out version with all the great stuff out there! I will try to make, so there aren't hundreds of weapons from each type, for example 5 versions of M16, but instead there will be MAX 2-3 (Thinking about 1-2), because you really don't care that much of the different types of weapons from the same category, that you use in the game, except the weapons that are in balance of price and power... Lets say you can buy/add 2 versions of pistols to the game, what you look for? Of course the clips size,power and price, so I will look through the parameters of the weapons and sort out only the best looking and usefull things (there will be included the base alarm mod with a bit different alarm sound, which I will make or download from the net)


Sat Nov 29, 2008 11:54 am
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Post Re: CC - Advanced Mod
Whatever this guy is doing, I really like what he did with the menu.
And overall, this is A VERY GOOD IDEA.

This, my good people, is what a customer wants from a final product.
He's not making mod, he's rather making a custom and ready made package of CC that people(especially new people) will SURELY want to use after getting CC. You can think of this as a new build.

Its true that you people can make this by themselves, but if you really think that way, then make all the content you need for CC yourself. And then keep it all to yourself. Wheres the fun in that?

This guy is making a version of CC that you can simply go and start and play a quick match with everything preset and much more. My first mod was a compilation of other mods and after doing it well and making it polished and including the credits where they are due, the f*cking thing was popular.
Dont go whining about using others mods in this thing. Think of it as advertisement of your stuff.

To the creator: For the above, please do actually credits the content of others youve used in this pack.



Keep up the good work! I will surely use this and download this when I want to play a good game of CC. Thanks!


Sat Nov 29, 2008 2:20 pm
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Post Re: CC - Advanced Mod
Although there is one but, which I encountered, that is, when making so that the mods fill up in one Mods.rte, either I can make one Icon for the mods, or I will try to make it, so each mod in the Mods.rte subfolder uses it's own Icon...(Will take some time though)


------------------
Thinking that it is hardcoded, because I didn't find any reference to this, so I'm sticking with one icon for all the mods :???:, or if someone can point me to the right direction, please do so!


Sat Nov 29, 2008 4:53 pm
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Post Re: CC - Advanced Mod
This will be good for new people.

I hope he puts in my stuff when I release it, it'd be cool as being in a big pack like this!


Sun Nov 30, 2008 1:35 am
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Joined: Sat Sep 22, 2007 7:28 pm
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Post Re: CC - Advanced Mod
I see you've taken some inspiration from Red Alert 2 with the Coalition, Ronin and Advanced faction's logos.

I like the idea of a "prepackaged" Cortex Command with all the best mods and scenes ready to be played, but you should try to include some of your own original content, so as to make it original.


Sun Nov 30, 2008 2:48 am
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Post Re: CC - Advanced Mod
J23,

I will, and it will feature some maps of medium size (big maps may lag for someone), and maybe a complete set of my bunker modules, and if I will think of something good, then I will try to make it ( really looking forward of making very useful defense turrets, because I was once a big fan of turret defenses and the vanilla pack of CC has no turrets, and that is sad )


Sun Nov 30, 2008 2:58 am
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Post Re: CC - Advanced Mod
here is two albums I think would be good with CC

http://www.8bitpeoples.com/discography/by/bit_shifter
http://www.8bitpeoples.com/discography/by/anamanaguchi
I would like a comment this time :wink:


Sun Nov 30, 2008 4:06 am
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: CC - Advanced Mod
I noticed your thread earlier but didn't pay it much mind. Now I'm forced to take a look at it again, since you PMed me.

I... see what you did there. Your method does look a tidbit more efficient, I must say. One problem: if one is to upload a new mod, they'll have to manually go into index.ini in Mods.rte and add the new include line. That's actually an extra step. Though I suppose you could still throw in a new .rte the old fashioned way. Also, I don't think you're going to figure out how to get more than one mod symbol into an .rte, since its not set up to work that way. Also, are you going to have it set up explicitly so mods are loaded before maps? That'd probably be helpful in creating maps with things from mods... though they still wouldn't show up in the scene editor.

Anyway. You've got approval to use my mod. And furthermore, I'd say go ahead and release this using whoever's mod you wish. Really, as long as you give proper credit, there shouldn't be a problem from most modders. If anybody does complain, I (and probably numgun) will tell them to shut their holes. This is an interesting excersize and it'll be fun to see where it goes. Its not like you're hurting anything.

God, I can't spell exercise.


Sun Nov 30, 2008 5:31 am
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Post Re: CC - Advanced Mod
Darlos9D wrote:
God, I can't spell exercise.

haha, I was going to say
If nothing else, a new loading and menu screen will be kinda fresh and cool.


Sun Nov 30, 2008 5:40 am
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Post Re: CC - Advanced Mod
gtaiiilc,
The tones are very interesting and comparable, but they lack quality compared to mp3's files, so as a concept yes, but nothing more I'm afraid :wink:

Darlos9D,
Well it is possible to make the mod files and items appear in the Scene Editor by defining them in Base.rte section not Mods.rte, so the Index.ini inside the mods folder would contain only the icon file and section name, so that you can see where starts the Advanced stuff in the game. I tnink that adding the lines from Mods.rte/Index.ini to Base.rte/Index.ini should do the trick (anyway not so hard to do it).. darn, don't have much time now to comment, so... till later!
-----------------------------------------------------
About the Main Game Window, I was thinking of making a moving planet, so that it rotates on its axes, but because I am no 3D modeler, I will not make one, but I will try to contact and convince some of my known 3DMax Modelers/Users, and hopefully some would make one, but then there will be one more problem - how toa make the game recognized the model (the easiest way is thinking of a render in .gif format)


Sun Nov 30, 2008 9:45 am
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Post Re: CC - Advanced Mod
I am always on the prowl for music so heres some classical music I think might fit
http://www.newgrounds.com/audio/listen/173680 - Maginot?
http://www.newgrounds.com/audio/listen/190205 - loss?
http://www.newgrounds.com/audio/listen/180943 - title screen?
http://www.newgrounds.com/audio/listen/100506 - intro scene?
http://www.newgrounds.com/audio/listen/154709 - Zombie cave FTW!if you want that classical music
http://www.newgrounds.com/audio/listen/145940 - win music?

electronic
http://www.newgrounds.com/audio/listen/163892 - title screen?
http://www.newgrounds.com/audio/listen/176334 - intro scene?
http://www.newgrounds.com/audio/listen/181546 - Maginot?
http://www.newgrounds.com/audio/listen/172664 - win music?
http://www.newgrounds.com/audio/listen/188969 - Zombie cave?


Sun Nov 30, 2008 7:07 pm
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Post Re: CC - Advanced Mod
gtaiiilc,

Wow, quite a selection of music :grin:

So, the music that I also like and think that it could match the game:
Loss - Suitable for the game,
First Title Screen - Very intense and good, love it,
Intro Scene - Not bad, could match the atmosphere,
Zombie Cave music - To much of intense for a zombe sciene, but it can be added to some other map with epic war on it :)
Win Music - not to shabby, but definitely not the win music theme ^^

The second part..
Title Screen - well yes and no, it is good, though the bass lacks bitrate,
Intro Scene - hmm, may seem to be too slow and sleepy to some,
Maginot - very futuristic and interesting soundtrack , but lacks quality
Win music - it has words, that is bad, and also bitrate is bad =/
Zombie Cave - well, does sound quite nice, but not so scary for zombies O,.,O


Sun Nov 30, 2008 8:09 pm
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Post Re: CC - Advanced Mod
Heh, this is really bad, and I shouldn't tell you how to do this, because it's so bad, but!, you can actually load mods that aren't .rtes. For example, you could have all of the mods in Base.rte in a "Mods" folder, and load each of them individually as a separate mod. that way they all get their own DataModule, and their own icon.

Of course, the downside is that you would have to type in a small amount of code into the console whenever you start the game. If you really want to see how to do it, check out my WeatherSystems mod. It dynamically loads a DataModule through Lua. When you do it this way, all you need is the Index.ini, and you won't need a .rte extension, though that's still allowed.

I don't believe there is any way to automate this without having a script that is run at CC's startup, which would have to be hardcoded in by Data.


Sun Nov 30, 2008 8:18 pm
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Post Re: CC - Advanced Mod
Lord Tim,
Well The Only thing about DataModule, that could be great is the Icon, else can be done very well, and my goal is only to make a very balanced, well sorted out package, which can be very easily added to the game by copy/paste procedure, and new players will be able to play more than just a couple of maps and with only few base building options!

The music will be addable as a separate package for this mod, because some of us may not like new music, or then new players will not have the vanilla music experience, which is pretty well, except that i got fed up with it pretty fast, about the GUI changes,well it will be included with the modified files, that sorts out categories for building in the vanilla package.

P.S. The icon for each mod is just a secondary option, because for those, that this package is meant for, the icon does not say much, just as long as it is playable :), although to bad, that map selecting does not feature a map preview :(


Last edited by Rossetti on Mon Dec 01, 2008 2:32 am, edited 1 time in total.



Sun Nov 30, 2008 8:27 pm
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Post Re: CC - Advanced Mod
I have an idea to make cc more user friendly(might be hard might not). i have noticed many mods that say "to fight the (FACTION) just erase (x) and replace with (y) in the activities folder. why not have it so that when you start up a skirmish before you pick difficulty it asks you who you want to fight.

So we could include

-standard(what the game already does)

-all of the vanilla factions( dummy or ronin or coalition

-and once you install a mod just let it use the .rte files to show what mods you have and let you chose one to fight(AAL :P )


Sun Nov 30, 2008 11:15 pm
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