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 [MOD] Cortex Command - Advanced Mod 

Do you support this mod?
5 Yes, definitely!!! 32%  32%  [ 6 ]
4 That would be nice! 32%  32%  [ 6 ]
3 Not really! 11%  11%  [ 2 ]
2 Don't see clear it's purpose! 0%  0%  [ 0 ]
1 No, this mod doesn't interest me at all! 26%  26%  [ 5 ]
Total votes : 19

 [MOD] Cortex Command - Advanced Mod 
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
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Post Re: [MOD] Cortex Command - Advanced Mod
My mods are in there!!! Thanks Robolee! :D


Tue Dec 02, 2008 6:51 am
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Post Re: [MOD] Cortex Command - Advanced Mod
Green light for anything I've added on the forum to stay in here. More people using it the better in my eyes. No point in mods if it's only for personal use, heh.


Wed Dec 03, 2008 5:20 am
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
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Post Re: [MOD] Cortex Command - Advanced Mod
I dislike the idea of lumping everything together like this in a huge pack. It will be an absurd hassle to maintain as the modders update each of their mods, and there will be dispute as to what should go in.

I think having things more organized in the categorizations and menus of the game is great, but not at all your responsibility, and I don't like this sort of file organization. It's over-complicating everything; I don't see how cramming mods into a couple .rtes could be of ANY benefit; it just complicates things that much further for anyone wanting to change anything. What's to be gained by this? The .rte modular data system being used for mods is fine.

If I missed something completely, don't be offended, and please do explain, I just think it's a lot of work for either nothing or a negative effect, on the reorganizational part of this thing.


In-game menu/category organization could easily be done by simply getting people to agree to stop adding so many damned categories. For example... DSTech adds 18, DarkStorm 5, Crobotech 7, AAL 9, and so on, and lots of mods that are either not converted or only partially converted still use the weapon-type categories of previous builds, such as Shotguns.

We should simply address the issue to modders and standardize the way to categorize stuff; perhaps put everything in one faction in it's own singular faction category as well as in general categories? It's really something that's best to be resolved by means of discussion and agreement. It's better for modders to be responsible for the menu clutter their mod makes, rather than this wacky thing with one person doing it their way while also reorganizing it all for reasons I can't imagine.

One thing that would really help organization is if the game itself were changed for more categorization by means of subcategories.


Also the backgrounds in this are screwy; the grasslands ones scroll differently and zombie cave has the completely wrong ones.

Your menu stuff is cool though, that's the part of this I like about this, because it hasn't really been done much before.


tl;dr:
i don't like the 'super-pack' idea
wtf why'd you reorganize the files in a more confusing way
modders make way too many categories
we should establish standardized categories
subcategories would be good
the stuff you actually made in this is pretty good
overuse of semicolons and run-on sentences
this post ironically complains about organization


Wed Dec 03, 2008 8:46 am
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Joined: Sat Oct 20, 2007 11:17 pm
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Post Re: [MOD] Cortex Command - Advanced Mod
My only problem is that I can't order grenades in the buy menu (WTF happened to them).


Wed Dec 03, 2008 12:42 pm
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Post Re: [MOD] Cortex Command - Advanced Mod
Well, that's more like it, darn hard to get really good reviews about the work! Would really appreciate more info about what is wrong, what is OK, and what should be redone :)

Azukki,
Firstly I would like to address it to new players of CC, that could download this pack and play the game, rather then browsing these forums for many hours downloading each mod and map separately.

I agree, that it is harder, but not with Quick Search and Replace tool (which I use mainly to change the set directories in the mods, very easy)

I will check the backgrounds again, because for one map they work, and for the next they show up bugged, really hard, and the map makers should be more carefull by creating them, because I was changing the bg files for the ones, that showed up buggy @ my resolution, which is 1280x1024 (at higher resolution there may be problems, and I will see to it, that in the next release which will not be beta any more, it will be fixed.

And the Build menu still needs really huge sorting, because the mod is basically for beginners of CC, and again I am NOT intended of HUGE PACK, but on QUALITY, so it needs some time to make it such :)

pieman280
,
will check that later, tnx for info :)


Wed Dec 03, 2008 1:19 pm
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Post Re: [MOD] Cortex Command - Advanced Mod
I think there's a problem with the way mods are currently installed. Once you download a couple good mods, you've already got 12-15 .rtes cluttering up the main directory and it can get hard to keep track of.

However, I also think there's a problem with this package. Add them all together and you have them neatly integrated, but you end up making updating and removing more difficult.

Perhaps the direction of this work should focus on creating something similar to the Oblivion Mod Manager, except for Cortex Command. Some program that would allow for seemless addition, removal, and updating of mods. If there's already something like this in the works/released, somebody point me to it.


Wed Dec 03, 2008 11:40 pm
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Post Re: [MOD] Cortex Command - Advanced Mod
Kind of like how Data already has it set up?

Also, as for the updating thing why not see if using that subversion program TortoiseSVN isn't too hard to work out? That's been the craze with those annoying GarrysMod addons though it does make things simpler for users.


Thu Dec 04, 2008 12:51 am
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Post Re: [MOD] Cortex Command - Advanced Mod
LowestFormOfWit wrote:
Perhaps the direction of this work should focus on creating something similar to the Oblivion Mod Manager, except for Cortex Command. Some program that would allow for seemless addition, removal, and updating of mods. If there's already something like this in the works/released, somebody point me to it.


don't know if you've seen this
http://www.datarealms.com/devlog/2008/02/

wow, that was a long time ago...
also there is the tried and true UNLOADED MODS folder method. Just stuff everything you aren't using in there and cut it out and put it back in your main directory if you want to use it.


Thu Dec 04, 2008 1:04 am
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Post Re: [MOD] Cortex Command - Advanced Mod
LowestFormOfWit wrote:
I think there's a problem with the way mods are currently installed. Once you download a couple good mods, you've already got 12-15 .rtes cluttering up the main directory and it can get hard to keep track of.


Throwing them in another folder makes things even harder to keep track of, maintain, remove, or whatever. It's like a kid pushing their crap in their room under the bed into a complete mess because their mom told them to clean up their room because they always loss stuff. It just hides the mess in a means that makes it worse.

The .rte folder system in plenty neat, and easy. In the case of nearly all mods you just have to extract the .rte folder into the right location to install, and delete that folder uninstall.
It's manual; but it's as easy as manual could possibly get.
Occasionally mods are more complex to deal with, but that's the modder's fault for making a mess of a mod, unless it's because of an activities editing thing.

And if you've got a lot of mods, the mod manager that's availible makes disabling and re-enabling mods absurdly easy. I can't think of a way it could be easier without reading your mind and doing it for you. But even it is unnecessary, if you have a reasonable amount of mods.


Thu Dec 04, 2008 4:28 am
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Post Re: [MOD] Cortex Command - Advanced Mod
all right this may be asking alot(ALOT). but what i would like to see is an in game mod maker. no not an editor a mod maker. have the code on the right with the gun actor dropship on the left. have a colour list with the cc palatte alongside glows. with a program. simply allowing us drag offsets like muzzleflashes or attachables or whathave you all on the same screen. THIS my friend would be awesome in a can.



i want it but i cant have it.


Thu Dec 04, 2008 5:53 am
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Post Re: [MOD] Cortex Command - Advanced Mod
Manticore wrote:
all right this may be asking alot(ALOT). but what i would like to see is an in game mod maker. no not an editor a mod maker. have the code on the right with the gun actor dropship on the left. have a colour list with the cc palatte alongside glows. with a program. simply allowing us drag offsets like muzzleflashes or attachables or whathave you all on the same screen. THIS my friend would be awesome in a can.



i want it but i cant have it.

And you won't get it unless Data makes it... at least not in CC itself. I suppose somebody could write an entirely separate interface program that lets you set stuff and then generates .ini files, but that'd be a major undertaking. And yes, it would be pretty awesome probably.


Thu Dec 04, 2008 6:38 am
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Post Re: [MOD] Cortex Command - Advanced Mod
Aspect wrote:
LowestFormOfWit wrote:
Perhaps the direction of this work should focus on creating something similar to the Oblivion Mod Manager, except for Cortex Command. Some program that would allow for seemless addition, removal, and updating of mods. If there's already something like this in the works/released, somebody point me to it.


don't know if you've seen this
http://www.datarealms.com/devlog/2008/02/

wow, that was a long time ago...
also there is the tried and true UNLOADED MODS folder method. Just stuff everything you aren't using in there and cut it out and put it back in your main directory if you want to use it.


You beat me to it Aspect, was about to suggest that.

That thing is a damn useful bit of program.


Thu Dec 04, 2008 7:13 am
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Post Re: [MOD] Cortex Command - Advanced Mod
I'm not complaining about it being difficult. I'm a manual type of guy. I'll meticulously move files from folder to folder rather than extract to be sure things get installed properly.
And I've always used the "Unloaded Mods" method. I just call it BACKUP, or in CC's case, I have a folder for MODS and in it I have "Unused" and "Downloaded", where I put ones not currently being used, and my download directory for new ones respectively.

That's my 3 cents.


Thu Dec 04, 2008 5:16 pm
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Post Re: [MOD] Cortex Command - Advanced Mod
How'd I get into the credits?

Also, the Main Menu Resprites look funky (Good funky).


Fri Dec 05, 2008 12:11 am
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Post Re: [MOD] Cortex Command - Advanced Mod
Due to lack of time, I will pospond the development of this mod till the last week of this year, because then I will have more free time for it. :bounce:


Sun Dec 07, 2008 2:35 pm
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