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Can I upgrade to build 17 without uninstalling the previous?
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Author:  RedSarge [ Tue Aug 28, 2007 4:52 am ]
Post subject:  Can I upgrade to build 17 without uninstalling the previous?

Hi, I have Cortex Command build 12 or 11 I'm not sure but I know it is knowhere near the goodness that is build 17. Until now I have been avoiding an update as it would break all my custom mods. (I have made a lot of custom mods.. too many to just throw away.)

I have not found the article for converting older builds into build 17, but that's becuase I have not searched the forum yet.

Anyways, is it possible to upgrade to build 17 without uninstalling my previous CC?
Maybe installing it in a different Drive or different folder? Help?

PS: I will share all my mods when I upgrade them to build 17 :grin:

Author:  Vash [ Tue Aug 28, 2007 4:55 am ]
Post subject:  Re: Can I upgrade to build 17 without uninstalling the previous?

Just make a new folder and call it Cortex Command 17,that what i did,and install from there

Author:  RedSarge [ Tue Aug 28, 2007 5:15 am ]
Post subject:  Re: Can I upgrade to build 17 without uninstalling the previous?

I will try this and see what happens. (Then I can get on to upgrade my Terminators and other 40k stuff, if its still compatible?)

UPDATE
I installed Build 17 into a different folder (Cortex Command 17) and it is much improvement over the older builds. Units do not sink at all and units... sorry I mean actors also can be purchased with the awesome map editor feature.

I really enjoy this build so kudos to the creators but I don't have a 100% grasp on how it all works.
1) How do put guys back into the transports?
2) How do equip your guys with guns in the editor mode?

Author:  Kirby teh Pink [ Tue Aug 28, 2007 6:42 am ]
Post subject:  Re: Can I upgrade to build 17 without uninstalling the previous?

1. You cant put actors back into the rockets, you can put guys in by dropping them or nudging them at the rocket.

2. Another no, as of yet you cant give actors guns in editor mode, but if you wanted to do some modding, you can make the actors start with pre-assigned guns.

(Addinventoryobject variable)

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