[MOD] Cortex Command - Advanced Mod
[MOD] Cortex Command - Advanced Mod
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Rossetti
Joined: Fri Nov 28, 2008 11:15 pm Posts: 27 Location: Latvia
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[MOD] Cortex Command - Advanced Mod
Cortex Command - Advanced ModDownload (UPDATE 2008.12.02 01:47 GMT+2)First Release for testing purposes only. Use with caution, no uninstall option available, backup your game before proceeding with this mod!DOWNLOAD BETA v1.0FILEFRONT MIRROR (Down due to inactivity and large size) IntroThis would be my attempt of making the game more enjoyable and fun to play which will sum up the mods from this forum, that from my opinion should be in the vanilla from the start. Here are few things that I would like to accomplish before releasing this mod for CC: - Custom Loading Screen
- Custom Main Menu
- Custom Music (The music will be changed in the final version)
- Custom Build Menu
- Custom Fan Made Maps included in Maps.rte (Downloaded and repacked)
- Custom Fan Made Mods included in Mods.rte (Downloaded and repacked)
I am new to this game, but after searching through the forum in the Mod Section I started to dislike the fact, that the game's main directory got all filled up fast when adding new mods/maps, so I decided to make my own version of modification for this game, it is a bit harder to mod in a way, but it is more compact in my opinion, but I know, that some of you would think of making it more compact; anyway here's the concept: Repacking the mods ... .rte files to the folder Mods.rte with the name prefix mod_modname and this folder contains all the subfolders of the mod and the mod_modname.ini file, which is pointed out in Base.rte/Scenes.ini; (Why bother adding mods in Scenes.ini rather in Mods.rte/Index.ini? Because after adding in Base.rte/Scenes.ini you can use the ingame editor to make custom scenes!) Example HereAs for the maps, it got very annoying when the maps messed up with the mods in the main directory, so I made a system, where downloaded/created maps are now stored at Maps.rte/ in folders as map_mapname, that are separate maps, and those folders contain each individual map files, pictures and of course map_mapname.ini Example HereProgressIncluded | Approved | Not ready | RemovedMaps:- map_battlefields
- map_battlegrounds
- map_cliffs
- map_dassara
- map_desertnight
- map_facingworlds
- map_flatdirt
- map_forrest
- map_icelands
- map_mountain
- map_sandpass
- map_theditch
- map_tradingcenter
- map_wintermountain (in next version will be removed due to various bugs with materials)
Mods:- mod_blastdoor
- mod_bridgebunker
- mod_bunker
- mod_bunkerdefencespassive
- mod_bunkerenhanced
- mod_bunkerextramodules
- mod_bunkerextramodules2
- mod_bunkerextramodules3
- mod_bunkermodules2x
- mod_bunkermodulesevil
- mod_bunkertiles
- mod_laserdoor
- mod_maproom
- mod_rockethangar
- mod_rocks
- mod_thanatosmodules
- mod_ventilation
- mod_darkstorm
- mod_dstech (it isn't a bad mod, but it really unbalances the game)
Graphical and other misc changes:- Custom Loading Screen (Although that is just a quick remake, so there will be a better one)
- Custom Main menu
It represents a planet, that has been torn apart from the raging wars from multiple civilization wars, that lead to its downfall changing rivers to dirt ditches and plants to dust; the planet actually is a large moon near a much greater planet, that has never been inhabitable because of the poisonous gases and heavy gravity, it cannot sustain life, the much smaller moon has been serving as a mining outpost for decades and offers rich veins of gold-like material, but which is harder than any material known in this sector, which started the war in the first place featuring a desert planet. (Previous versions:01, 02, 03)
- Custom Music Tracks for most of the game parts, including new main menu sounds, building sounds etc, although that will be a bonus option, as for others the vanilla game music sounds very nice!
- And the part, where I come along - I have been making some changes to some of the .bmp files, so that the building blocks and modules show upp CORRECT (In my opinion) as they should be in the first place!
Known bugs so far- Skrimsh maps are not in alphabetical order
- Some maps have bugs with backgrounds (Fixed in next version, but will require more testing)
- Bombs can't be bought (Fixed in next version)
- Music folder is not in the right place (Fixed in next version)
- Loading time takes a lot of time (Fixed in next version)
Credits Aspect cambiogris Dal Darlos9D Duh102 DRL DSMK2 Electroclan EternjcEvil Fhandab Foa Grif (Durr.) Jox Lord Tim LowestFormOfWit Maximdude Meloen Mindbug No_0ne Numgun Omni Rossetti (Me) Se7en Siric sovietcommando Taehl Thanatos Troverman uberhen YoshiX Zalo And others, that may not be included in this list for some unknown reasons.Anyway if there are people that are interested in this kind of remake mod for CC (Also mod/map creators), please feel free to post your thoughts/suggestions about this mod!
Last edited by Rossetti on Wed Dec 31, 2008 11:49 am, edited 57 times in total.
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Sat Nov 29, 2008 1:11 am |
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Falcon X
Joined: Thu Aug 09, 2007 6:37 pm Posts: 889 Location: Not Jewtown.
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Re: CC - Advanced Mod
I am looking, but I don't see any radical changes to the look. Maybe its a little darker, and there are some icons, but nothing real major. It just seems like the only in-game content you're adding is other peoples content, not your own.
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Sat Nov 29, 2008 1:14 am |
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Rossetti
Joined: Fri Nov 28, 2008 11:15 pm Posts: 27 Location: Latvia
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Re: CC - Advanced Mod
Yes and No, Have started to make my own maps, but as for other ppl content - it is sorted out and repacked so it doesn't mess the games main directory with hundreds of .rte files! P.S. As for Moderators, sorry if the post is in an inapropriate Topic, because it is work in progress, but the first alpha version will come up in a couple of days
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Sat Nov 29, 2008 1:17 am |
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Manticore
Joined: Tue Nov 18, 2008 1:03 am Posts: 342 Location: Spathiwa
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Re: CC - Advanced Mod
i support your initiative to make the game look better. HOWEVER i want some much more radical change instead of a resprited planet.
-have the planet on the left or right of the screen with moon behind and menu in space
-change the menu art and lettering to be metalic and/or digital
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Sat Nov 29, 2008 1:38 am |
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Rossetti
Joined: Fri Nov 28, 2008 11:15 pm Posts: 27 Location: Latvia
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Re: CC - Advanced Mod
Manticore, Good Advices, will look forward doing so , but first thing first - the gameplay, because I really hate when the build menu is all messed up while building your base before round start, because it one of the most important gameplay aspects of this came, isn't it? So sorting it out to maximally reduce the mess in it. I am also very busy with fixing the maps so they support 1280x1024 (Will test on my LCD TV, which has resolution of 1920x1080), also will take some time for getting all the permissions of the mappers to include those maps in the mod
Last edited by Rossetti on Sat Nov 29, 2008 1:51 am, edited 2 times in total.
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Sat Nov 29, 2008 1:44 am |
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nono345
Joined: Thu Mar 20, 2008 8:29 pm Posts: 23
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Re: CC - Advanced Mod
I want to be able to save/load dropship loadouts
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Sat Nov 29, 2008 1:45 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: CC - Advanced Mod
Hm....... This is only a modification to make CC's main folder look clean, and the world darker.
But in all truth, it's still the same CC we all fell in love with?
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Sat Nov 29, 2008 1:51 am |
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Rossetti
Joined: Fri Nov 28, 2008 11:15 pm Posts: 27 Location: Latvia
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Re: CC - Advanced Mod
Roy-G-Biv,
I want to do so, because I really fell in love with this game, even now in all 3D game opportunity world, because this is a very good concept and that is why I love it so much.
Yes it isn't much, but this would be the easyest way to tune up the basic game to a higher level without messing up the games directory and menus with hundreds of entries, it will include just more options for players to build and play (thanks to the individual mod creators), and sorry if it offends some, I will not include silly mods and silly stuff, that can make the game less enjoyable for people of age as me.
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Sat Nov 29, 2008 1:52 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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Re: CC - Advanced Mod
Moved into Mod Making.
I don't like the new loading screen, but the rest of this looks like a good idea and looks like it's being done well.
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Sat Nov 29, 2008 2:20 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: CC - Advanced Mod
So you're making a mod comprised of other mods.
Do you plan on at least asking modders to include their mod in your pack?
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Sat Nov 29, 2008 2:59 am |
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Rossetti
Joined: Fri Nov 28, 2008 11:15 pm Posts: 27 Location: Latvia
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Re: CC - Advanced Mod
In time I will ask for permission, but I really hate bureaucracy and thats why I act before asking, and when it will be done more ore less, I will ask for permissions, and for those, who will not approve this, will remove the entries from the package, the removing is very simple compared to repacking and optimizing.
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Sat Nov 29, 2008 3:32 am |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: CC - Advanced Mod
look at the newgrounds audio portal for music and since this is a 2D pixial game maybe some chiptunes http://www.8bitpeoples.com/ most likely http://www.8bitpeoples.com/discography/by/rushjet1 out there sounds good in CC I use it for the intro
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Sat Nov 29, 2008 3:46 am |
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Rossetti
Joined: Fri Nov 28, 2008 11:15 pm Posts: 27 Location: Latvia
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Re: CC - Advanced Mod
Man I had a really large headache with some maps while fixing the bg's and the materials. One map didn't make through, because of the fact, that the glitch was so horrible, that I gave up because of many crashes in-game caused by it ^^, now when I have some basic maps, will get on the mod moddification
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Sat Nov 29, 2008 5:22 am |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: CC - Advanced Mod
If you are thinking of adding more weapons to the base files, I would suggest looking for the thread titled "All B20 Mods". It has quite a few weapons which have been nearly forgotten, and are of high quality. If you pull this off, you could convince Data himself to make this the standard way of making a mod, which seems much easier than the method we have now.
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Sat Nov 29, 2008 5:46 am |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: CC - Advanced Mod
what are you guys talking about! this is such a more complicated process. If you only want to load 5 mods, but you have 50 installed, it's easier to take .rte off of 45 (or put them in another folder, or use the mod manager) then rewrite an index to eliminate the mods you don't want to load. as for the new menu and stuff, that is a kinda cool idea. For leiroX they call them frontends.
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Sat Nov 29, 2008 9:30 am |
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