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 Cortex Command Mod Manager / Activities Manager [2.1] 
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Loose Canon
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Post Re: Cortex Command Mod Manager
If we have one fantabulous one, we would only need it.

Seraph wrote:
This probably deserves an epic sticky. Ayes to the right?

Aye.


Tue Dec 29, 2009 12:25 am
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Post Re: Cortex Command Mod Manager
Aye!


Tue Dec 29, 2009 12:51 am
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Post Re: Cortex Command Mod Manager
Aye aye capn.


Tue Dec 29, 2009 1:06 am
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Moderator Hero

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Post Re: Cortex Command Mod Manager
Ayes to the left?


Tue Dec 29, 2009 1:13 am
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Post Re: Cortex Command Mod Manager
Thanks about the re upload it works now :D


Tue Dec 29, 2009 1:21 am
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Post Re: Cortex Command Mod Manager
Its not working for me, when I try to launch the mod loader I get this,
Image
and after I click cancel I get this.
Image


Tue Dec 29, 2009 2:49 am
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Post Re: Cortex Command Mod Manager
That's weird. Unhandled exceptions should make that big popup that other people have given me. Not much there I can look for. I'd make sure you have the correct .NET. Those exceptions might not be handled by the popup.


Last edited by SneakyMax on Tue Dec 29, 2009 3:50 am, edited 2 times in total.



Tue Dec 29, 2009 3:38 am
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Post Re: Cortex Command Mod Manager
Other person, no one else posted giant popup, only me.

make sure u gots latest version.


Tue Dec 29, 2009 3:44 am
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Loose Canon
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Post Re: Cortex Command Mod Manager
Just tried it myself, extremely slick. Would it be possible to have this either work with or integrate the launcher that registers and unregisters CC for you when you play?


Tue Dec 29, 2009 5:30 am
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Post Re: Cortex Command Mod Manager
I remember there being a launcher that did that, but I don't know where it is now. It wasn't the Nod Manager and it registered/unregistered on startup.


Tue Dec 29, 2009 8:12 am
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DRL Developer
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Post Re: Cortex Command Mod Manager
We don't need a forum for them, because they aren't that many really and (please correct me if i'm wrong, as in, we don't even need this many) we just need one each build.


Tue Dec 29, 2009 8:24 am
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Post Re: Cortex Command Mod Manager
I think you'd only need one register/unregister for every build, that is only one will ever need making because unless the way CC registers and unregisters it runs "Register.bat" runs game and when the game is gone run "Unregister.bat"
That is if you where talking about the unregister, I'm not desperatley sure but that seems the logical solution.


Tue Dec 29, 2009 8:30 am
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Post Re: Cortex Command Mod Manager
So, after 2 or 3 hours battling duplication, I give you CCMM 1.2!

Changes:
  • Various UI Tweaks to the original layout. Looks a little better overall. Shows units for money on the middle tab.
  • Vastly updated skirmish wave manager!
  • Skirmish wave items can be duplicated from a right-click menu
  • About window so you know what version you have :wink:
  • Displays all mod images, not just ones with a certain name
  • Most of the bugs which were posted from the start are fixed

Anyway, based on the concept that Samohan25 mentioned, I painstakingly went in and entered all of the weapons, actors, and dropships that are available in vanilla skirmish. Using content from other mods will not work at this moment (see my post in Mod Making). I then tied all of these to a tree view. The result makes adding new waves extremely simple and easy to do.

Image

Again, thanks for all the great responses. Next step is to be able to save and load these new skirmish waves, and maybe mods as well. If you have any other suggestions, I'd love to hear them!


Last edited by SneakyMax on Tue Dec 29, 2009 11:52 am, edited 1 time in total.



Tue Dec 29, 2009 10:22 am
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Post Re: Cortex Command Mod Manager
Seraph wrote:
Ayes to the left?
Aye
Nice work dude. Very impressive, especially the activities manager.


Tue Dec 29, 2009 10:56 am
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Post Re: Cortex Command Mod Manager/Activities Manager
Well for skirmish activities to load moded things, i made this folder: zzzSkirmish Activities.
Where i put a bunch of mod spawns, your program could create folder + files and then edit ITs insides.
If possible, you should let your program select through the modded actor + weapons.
A suggestion to that is whenever the ini file says HDFirearm or AddActor or TDExplosive, it reads the preset name so it would add it to the list.
Though i'm sure its really hard to do so.
Just an idea.


Tue Dec 29, 2009 8:02 pm
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