[MOD] Cortex Command - Advanced Mod
[MOD] Cortex Command - Advanced Mod
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YoshiX
Joined: Sun Mar 18, 2007 12:39 am Posts: 267
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Re: [MOD] Cortex Command - Advanced Mod
Not a huge bump but still: Wait what did I do to help with this :O?
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Fri Dec 12, 2008 3:53 am |
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Rossetti
Joined: Fri Nov 28, 2008 11:15 pm Posts: 27 Location: Latvia
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Re: [MOD] Cortex Command - Advanced Mod
YoshiX, Well I will try to add all the ppl that made even the smallest things for the mod, mainly when adding mod packs, where ppl are listed in the mod's credits, so they will then also be in the credits list for this mod And from you comes the map Flat Dirt (Listed in Credits.txt inside the mod)
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Tue Dec 16, 2008 10:04 pm |
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YoshiX
Joined: Sun Mar 18, 2007 12:39 am Posts: 267
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Re: [MOD] Cortex Command - Advanced Mod
I haven't downloaded this so... second person I know now who wanted to use the map :3 simplicity is wonderful
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Wed Dec 17, 2008 1:23 am |
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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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Re: [MOD] Cortex Command - Advanced Mod
I don't understand the point of this.
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Wed Dec 17, 2008 2:11 am |
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Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
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Re: [MOD] Cortex Command - Advanced Mod
ProjektODIN wrote: I don't understand the point of this. You and me both
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Wed Dec 17, 2008 2:12 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: [MOD] Cortex Command - Advanced Mod
I don't understand why my name is listed in the credits.
As far as I can tell I've contributed absolutely nothing.
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Wed Dec 17, 2008 2:14 am |
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Rossetti
Joined: Fri Nov 28, 2008 11:15 pm Posts: 27 Location: Latvia
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Re: [MOD] Cortex Command - Advanced Mod
Grif Bunker - Grif (Durr.) You were listed in credits of a mod: Bunker Module Compilation Pack And for me it is really hard to pinpoint which and what was involved for this mod, so pleas if you do not try it out and you do not recognized your work, don't bother, but be very open minded and thank me, that you are in the credits list! Even the smallest work is still work!!! BTW for me, as a single person, it is really hard to see what is fit and what isn't, so if there are any mod makers, mod packers, that would want to lend me a hand, please do so (we could communicate through Skype)
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Sat Dec 20, 2008 3:38 pm |
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pieman280
Joined: Sat Oct 20, 2007 11:17 pm Posts: 199
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Re: [MOD] Cortex Command - Advanced Mod
Hey rossetti, I was digging around in my old B18 folder and found my old office map. My office map was originally a medium sized map with a blank background and a few desks, and office junk around the area. When I released it long ago, Jox re-made it. he made it more war like with stacked desks, and chairs, along with spilled coffee. Another great change was the background. He also added an air vent (although the AI wouldn't work right back then). Now that the AI has changed, they seem to come through ceilings (play the zombie cave in skirmish to see what I mean) making the office a better map! I split it into 3 levels now: The office (roof): The one Jox made. Includes office bunker hideout, work board, and office workstations. The office: Same as above except without the air vent. The office (clean): The original 100% by me. it's called clean because it doesn't look like a war hit. So you can use it for this mod. Just credit me for the map, and Jox for the remakes.
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Sat Dec 20, 2008 6:10 pm |
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Rossetti
Joined: Fri Nov 28, 2008 11:15 pm Posts: 27 Location: Latvia
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Re: [MOD] Cortex Command - Advanced Mod
pieman280, ok, will check it out The maps for mod will be never enough, but the real balancing is where you have to choose between Bunker Modules and Bodies/Weapons, sorting them out and deciding which should be necessary in the game and which shouldn't. To much of content also is exhausting for new players and not enough on the contrary - less game replayability options. For example dstech has too many weapons, but they are each very interesting, so what should stay and what shouldnt, that is a very difficult task to decide
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Sun Dec 21, 2008 2:35 am |
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Rossetti
Joined: Fri Nov 28, 2008 11:15 pm Posts: 27 Location: Latvia
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Re: [MOD] Cortex Command - Advanced Mod
I am pleased to say, that I will have some free time to add more stuff in this mod today later on and I hope that I will have some time left for sorting the new content out, also remake some old content, for what I had so little time...
Would be really cool, if someone would assist by sorting the categories out in live (for example, through Skype), really that is a bit too heavy for one person to decide, what is in and what is out...
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Wed Dec 31, 2008 3:24 am |
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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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Re: [MOD] Cortex Command - Advanced Mod
Can someone besides OP explain the purpose of this to me? His posts aren't helping.
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Wed Dec 31, 2008 4:19 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: [MOD] Cortex Command - Advanced Mod
Hmmm...I'm asking the same question too.
So...This is a Cortex Command dark-tone remake, plus inclusion of various famous maps and mods?
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Wed Dec 31, 2008 4:53 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: [MOD] Cortex Command - Advanced Mod
Well it's got a few things in it that cause me trouble when I try to install them, but they work here, and that's cool.
Mostly the reason I see is that you don't have to go miles out of your way to make all the bunker building mods work in the scene editor. Also, it seems to load faster vs all that stuff being in rte's, but that could just be me.
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Wed Dec 31, 2008 5:31 am |
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Rossetti
Joined: Fri Nov 28, 2008 11:15 pm Posts: 27 Location: Latvia
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Re: [MOD] Cortex Command - Advanced Mod
Ouch, come on, how many times do I have to tell you people , that this mod's purpose was to satisfy new players, so that they don't need to download several hundred mods browsing through the forum, but just copy/paste this over the game... Just now I realized, that music folder isn't in Base.rte, also have detected several bugs. The mod isn't just a mod, but it also fixes some appearance issues with the vanilla version. All the mods are in Mods.rte and maps in Maps.rte, but the things I change also include changes not only to Base.rte, but also to Coalition.rte, Dummy.rte, Missions.rte, Ronin.rte, Tutorial.rte folder contents! P.S. The mod will also contain several mini-mods. P.S. Benn busy of enhancing the gui and... I assume, that Cortex Command uses 8-bit colors ( 255 numbers including 0 ), but I have been encountering some difficulties on guessing them, would be nice, if someone would help me with that by providing a table with the colors
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Wed Dec 31, 2008 10:57 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: [MOD] Cortex Command - Advanced Mod
Base.rte/palette.bmp Browsing the game original game content would help you a lot.
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Wed Dec 31, 2008 3:01 pm |
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