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 the great mod coversion project 
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Joined: Wed Nov 21, 2007 7:49 pm
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Post Re: the great mod coversion project
Christ, robo, awesome!


Mon Dec 31, 2007 12:32 am
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Post Re: the great mod coversion project
Great, thanks for this. Mind if I modify your conversion of my homing missile and re-release it seperately?

EDIT : Wow, some of these take me back..


Mon Dec 31, 2007 12:37 am
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Post Re: the great mod coversion project
rebirth12345 wrote:
OMG 110 Mods!!!!!


modtestinggrounds.rte deserves no upconversion ( good base) because.....
now we have bunker building, we really have no need for one made for bunkers when we could make our own

Killbots been converted
I converted YES.rte already

crobos i also converted

nightforrest is a good map

ragnar's been converted

TELSA cannon is a must....

no need for a**man

which ciws? GRIF's for aron's?

kamikaze is a must convert

Skyscaper.rte been converted look at it's origonal topic last page

all of grif's mods have been converted in to one rte (GRIFMOD.rte)
Blender no longer works



ALL OF THE THINGS IN THIS PACK HAVE BEEN CONVERTED.
HE ISN'T ASKING PEOPLE TO CONVERT THEM.


Mon Dec 31, 2007 12:39 am
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Post Re: the great mod coversion project
What I'm wondering is: How the hell did the Tempest wind up in a conversion pack?


Mon Dec 31, 2007 12:42 am
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Post Re: the great mod coversion project
Electroclan wrote:
What I'm wondering is: How the hell did the Tempest wind up in a conversion pack?


It got sneakily left in the folder by accident and wasn't noticed among the other 109 mods?


Mon Dec 31, 2007 12:51 am
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Post Re: the great mod coversion project
metal chao wrote:
Electroclan wrote:
What I'm wondering is: How the hell did the Tempest wind up in a conversion pack?


It got sneakily left in the folder by accident and wasn't noticed among the other 109 mods?


yeah, he is correct.
blipflip wrote:
Great, thanks for this. Mind if I modify your conversion of my homing missile and re-release it seperately?

EDIT : Wow, some of these take me back..


Well it is your mod.


Mon Dec 31, 2007 1:04 am
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Post Re: the great mod coversion project
Did this guy even bother to ask anyone if he could do this?


Mon Dec 31, 2007 1:24 am
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Post Licensing Status of Mods
Discuss how modifications should be licensed by default? Options include (but are not limited to)

Closed license (creator is the only person allowed to distribute and modify)
Flexible [url=http://en.wikipedia.org/wiki/Creative_Commons]Creative Commons[/url] licenses
GNU GPL and other similar open source licenses
Public domain

I think we should be using Some sort of Creative Commons license (that the creator selects).


Mon Dec 31, 2007 1:54 am
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Joined: Mon Dec 04, 2006 3:34 am
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Post Re: the great mod coversion project
Well, due to the fact that mods include different types of files (Images, sounds, the texts, and, in the case of storyline-based mods, that as well) we might end up with a liscense that covers different things in different ways.

We don't want a liscense that discourages people from posting mods(ie in the case that they lose all rights to the material) or that strangles other modders right to use the ideas(ie a liscense that would even protect their methods in the .inis).

Faugh, this discussion belongs somewhere else. Either in GD or Mod Making, probably the latter, but the former is just as acceptable.


Mon Dec 31, 2007 1:57 am
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Post Re: the great mod coversion project
How exactly do you convert a mod from build 13 up to 19?

I've been trying to find out for a few days now but I haven't found much useful information


Mon Dec 31, 2007 2:32 pm
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Post Re: the great mod coversion project
When the game crashes and gives you an error, go to the line of the specified ini file and fix the error. Start CC to see if it works
repeat above until it works


Mon Dec 31, 2007 4:23 pm
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Post Re: the great mod coversion project
I LOVE YOU!


Mon Dec 31, 2007 5:40 pm
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Post Re: the great mod coversion project
some of these mods are already converted, or just don't go with B19 that well. you still did great and I'm glad someone converted skyscrapers.rte

I think you missed some good mods though. I'd love to the see D-mod converted and whatever had the komodo droid in it. those were fun packs. I'll start with the d-mod. :)


Mon Dec 31, 2007 6:43 pm
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Post Re: the great mod coversion project
pieman280 wrote:
some of these mods are already converted, or just don't go with B19 that well. you still did great and I'm glad someone converted skyscrapers.rte

I think you missed some good mods though. I'd love to the see D-mod converted and whatever had the komodo droid in it. those were fun packs. I'll start with the d-mod. :)


The Komodo was a part of my KMF pack.

I'm remaking the pack.


Mon Dec 31, 2007 7:32 pm
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Post Re: the great mod coversion project
No_0ne wrote:
pieman280 wrote:
some of these mods are already converted, or just don't go with B19 that well. you still did great and I'm glad someone converted skyscrapers.rte

I think you missed some good mods though. I'd love to the see D-mod converted and whatever had the komodo droid in it. those were fun packs. I'll start with the d-mod. :)


The Komodo was a part of my KMF pack.

I'm remaking the pack.


awsome! I loved the grenaders and soldiers. can you also make a version where actors don't come pre-loaded, it annoyed me to order 3 soldiers and throw away all their diggers and extra stuff every time.


Mon Dec 31, 2007 10:26 pm
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