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 Cortex Command Mod Manager / Activities Manager [2.1] 
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Joined: Fri Aug 27, 2010 11:10 pm
Posts: 7
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
I signed up real quick to throw this little tool I wrote on here.
(Also not sure if this exists already, but I haven't seen it.)

Its a little MMItems.txt generator...It generates and places the MMItems.txt in the .rte.

It overwrites the MMItems.txt if there is one in the .rte, so make sure you back it up if you are just testing the tool out.

It seems to work great for me, but use it at your own risk because I haven't tested it extensively.

Open MMItemGen, then just type/paste a path to a .rte and hit enter.
i.e: C:\Users\yum\Desktop\yourCCdir\UniTec.rte

Written for Windows in Python. (Packed with py2exe, dependencies should be included)

Its a console app so I don't think there is a need for an image, but I can provide.

Below is executable only:
http://www.virustotal.com/file-scan/rep ... 1283016462
^^^ McAfee thinks its suspect, so I included pastebin of source at the bottom...

Below is the .7z, but I'm not sure about scanning 7z archives...
http://www.virustotal.com/file-scan/rep ... 1283016190

Source Code: http://pastebin.com/AUuwkGPZ

Merged the post for you -Duh
^^^Thanks so much!

Edit: New VirusTotal links for 0.02...


Attachments:
File comment: Version:0.02
MMItemGen.7z [1.29 MiB]
Downloaded 181 times


Last edited by yum on Sat Aug 28, 2010 6:32 pm, edited 1 time in total.

Sat Aug 28, 2010 2:09 am
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Joined: Sun May 02, 2010 3:39 pm
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
yum wrote:
I signed up real quick to throw this little tool I wrote on here.
(Also not sure if this exists already, but I haven't seen it.)

(snip)


Merged the post for you -Duh


You signed up just to post THIS?! AMAZING! I can't believe you made that! It works perfectly over here on my side!


Sat Aug 28, 2010 3:00 pm
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Joined: Fri Aug 27, 2010 11:10 pm
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
Well, If you aren't being sarcastic, I appreciate it.
Also, this won't be the last thing you'll see from me.

I have a suggestion for CCMM, I know people want a random button, which would be cool, but what would truly be sweet is if there was an "All possible combinations button." It would take all active mods and build a big activities from them...(I'm thinking super ultimate dummy activities with behemoth, expansion, edv, and vanilla)
Don't make me build a .ccmm generator!*friendly jaunty tone*

Of course such an activities gen may make a few bad entries, but a user could easily go through and edit it in the activities manager. It certainly wouldn't be as boring as manually building some epic activities.

(Arrg! Can't really proofread! Pressed for time!)


Sat Aug 28, 2010 7:03 pm
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Joined: Tue Mar 04, 2008 1:40 am
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
yum wrote:
All possible combinations button.

Oh Deity that would be a ♥♥♥♥ of awesome.
I think you are obligated by the Church of Awesome to perform this duty now.


Sat Aug 28, 2010 7:06 pm
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Joined: Sun Dec 27, 2009 9:31 am
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
Hey, great job yum.

Does CC have a limit on the size of activities?


Sat Aug 28, 2010 7:49 pm
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
SneakyMax wrote:
Does CC have a limit on the size of activities?


I actually thought about that, I guess its time to find out, isn't it?

I read that C++ max string size is 2^32 or ~4GB on 32bit...perhaps we can extrapolate from there?

Anyways, It will be great fun trying to crash with enormous activities....


Sat Aug 28, 2010 8:06 pm
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Joined: Sun May 02, 2010 3:39 pm
Posts: 354
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
yum wrote:
Well, If you aren't being sarcastic, I appreciate it.
Also, this won't be the last thing you'll see from me.

I have a suggestion for CCMM, I know people want a random button, which would be cool, but what would truly be sweet is if there was an "All possible combinations button." It would take all active mods and build a big activities from them...(I'm thinking super ultimate dummy activities with behemoth, expansion, edv, and vanilla)
Don't make me build a .ccmm generator!*friendly jaunty tone*

Of course such an activities gen may make a few bad entries, but a user could easily go through and edit it in the activities manager. It certainly wouldn't be as boring as manually building some epic activities.

(Arrg! Can't really proofread! Pressed for time!)


I was not being sarcastic. And yes! That idea is AMAZING!!!


Sat Aug 28, 2010 11:54 pm
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
SneakyMax wrote:
Does CC have a limit on the size of activities?
I doubt it has one low enough for you to run afoul of.


Sun Aug 29, 2010 4:05 am
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
Well I tried 1000, and that crashed CC (no error whatsoever, as soon as it said "Loaded!" for zzzSkirmish_Activities, it just died).

Also tried 500, which didn't even get that far, and ended up crashing my computer with a BSOD (though that could be unrelated, it does that from time to time).


Sun Aug 29, 2010 6:30 am
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
Ah. Then you'd have to find the cap and use that as a limit I presume.


Sun Aug 29, 2010 6:39 am
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
I'd try 255 initially, considering Dan's extraordinary love of indexing I wouldn't be surprised if he just chucked all the spawns into a set size array and hoped noone would go overboard with them.

String size is irrelevant because it's parsed from the file and not loaded afaik, yum, though it's possible that it factors in. can't imagine Dan not just using IO for it though.


Sun Aug 29, 2010 7:09 am
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
See, I would think that it would read the file into a container var so its not like:

file open;
read line blah;
file close;

particularly an array, so it can be like activenemies[randint(0, (len(activenemies) - 1))]
or something like that

(to be honest though, I haven't paid close enough attention to see whether or not CC grabs activities entries randomly)

maybe that thought is the result of isolation and non correction of my mistakes...i don't know...just my 2 cents


Sun Aug 29, 2010 5:56 pm
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
Tried both 500 and 750 today, and it worked fine. Perhaps the limit is RAM dependent? I would assume that each entry would require X bytes of ram, so perhaps that limit was reached. 1000 still failed to run.


Sun Aug 29, 2010 7:25 pm
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
What you've all been waiting for, but didn't know it:

CCMM 2.0
New Features:
  • No more MMItems files! Mods are scanned and loaded dynamically, allowing every item from every mod to be used in skirmish.
  • Completely revamped mod adding window, so you can see and read about every item before you add it.
  • Random skirmish! Make random activities from any mod, no MMItems needed or anything. Choose how many enemies, and what mods to pick them from!
  • Ability to delete mods.
  • General bug fixes and code cleanunp.

Download

Screenshots:

Revamped Activities Window

Image


Random Skirmish

Image

Image


Enjoy!


Sat Sep 11, 2010 10:18 am
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Joined: Fri Jun 25, 2010 12:41 pm
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Post Re: Cortex Command Mod Manager / Activities Manager [1.7]
CCMM 2.0 has just made my day :grin:. The only thing I can think of to improve it if you could stop all the wave selections minimizing every time you add something new. Other than that it's perfect!

I just thought of something else actually - could you make it so you can choose specific actors, craft and weapons from each mod and then randomise it? For example, a randomised selection of Ronin and Browncoat actors armed with District 9 weaponry that are teleported into battle. If you can do that, this will be my reaction :shock: :D .


Sat Sep 11, 2010 12:25 pm
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