| Author | 
            Message | 
        
        
			| 
				
				 Duh102 
				happy carebear mom 
				
					 Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						ss2man44 wrote: wow, harder than I thought. How about now?  
					
  
			 | 
		
		
			| Sun Jul 11, 2010 12:39 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 ss2man44 
				
				
					 Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						Haha, better. Thanks, Duh. 
					
  
			 | 
		
		
			| Sun Jul 11, 2010 1:01 am | 
			
				
					 
					
					 
				      
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Duh102 
				happy carebear mom 
				
					 Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						Not a problem. The stickies take up a lot of room, so I really wanted to get them trimmed down to a minimum, my apologies it made it harder to find your threads. 
					
  
			 | 
		
		
			| Sun Jul 11, 2010 1:16 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 ss2man44 
				
				
					 Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						The new version would probably be out by now, but I'm waiting for Xcode 4 to come out because it adds built-in support for Git, which is the version control I'm using. I'm afraid I'll screw something up if I try it now with the beta. Trying to keep it simple.
  Plus I can't find any information at all on how to make the preferences window behave like it does in every other app. There's surprisingly little modern information on the subject. 
					
  
			 | 
		
		
			| Tue Aug 03, 2010 8:19 pm | 
			
				
					 
					
					 
				      
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 PhantomAGN 
				
				
					 Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						Great to hear you are still developing it, thank you for your contributions. 
					
  
			 | 
		
		
			| Wed Aug 04, 2010 12:14 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 PvtVain 
				
				
					 Joined: Thu Jul 15, 2010 1:52 pm Posts: 165
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						I want this for PC v.v 
					
  
			 | 
		
		
			| Wed Aug 04, 2010 1:15 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 PhantomAGN 
				
				
					 Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						PvtVain wrote: I want this for PC v.v  viewtopic.php?f=61&t=17454This not good enough?  
					
  
			 | 
		
		
			| Wed Aug 04, 2010 1:18 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 PvtVain 
				
				
					 Joined: Thu Jul 15, 2010 1:52 pm Posts: 165
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						It is, but this one is fancier and + this one has a remove mod function 
					
  
			 | 
		
		
			| Wed Aug 04, 2010 1:25 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 SneakyMax 
				
				
					 Joined: Sun Dec 27, 2009 9:31 am Posts: 170
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						While CorTool is great....how is it at all fancier? It looks mac-like? 
					
  
			 | 
		
		
			| Wed Aug 04, 2010 2:06 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 ss2man44 
				
				
					 Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						I agree with SneakyMax. The add/remove function is only there because in Mac, the mod files are usually buried deep inside a "bundle" making them unusually hard to access. In Windows, they're right there and easy to just delete or copy over.
  Also, my server is down at the moment due to an OS switch. Does anyone know how to partition a drive to get it ready for OpenSolaris? 
					
  
			 | 
		
		
			| Sun Aug 08, 2010 2:27 am | 
			
				
					 
					
					 
				      
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 MistahCheese 
				
				
					 Joined: Sat Jul 31, 2010 11:59 pm Posts: 2
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						I would recommend  Virtual Box. It has native support for OpenSolaris, so you should be good there.  
					
  
			 | 
		
		
			| Sun Aug 08, 2010 3:41 pm | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 ss2man44 
				
				
					 Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						Thanks, but I wasn't looking for virtualization. It's a server, so it needs it to run native. It's alright now, though because I think I did it right. Now I need to set up the web server again and restore the backups I made. 
					
  
			 | 
		
		
			| Mon Aug 09, 2010 5:28 pm | 
			
				
					 
					
					 
				      
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 MistahCheese 
				
				
					 Joined: Sat Jul 31, 2010 11:59 pm Posts: 2
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						  Sorry about that! Also, to add a bit more functionality, you should make the app able to change your starting funds, which would make it fancier without much effort ("Cortex Command.app/Resources/Missions.rte/Skirmish Activities" or something like that. Not on my computer now, but when I am I'll add an edit with the actual file location and the place in the ini file where starting funds are defined, even though you probably already know it   ) EDIT: It's actually "Cortex Command.app/Contents/Resources/Missions.rte/Skirmish Activities". Meh, i was close...     Here's the starting money code-y thing (from the beginning of the .ini file): Code: AddActivity = GABaseDefense    PresetName = Skirmish Defense    SceneName = Grasslands    TeamCount = 2    PlayerCount = 1    TeamOfPlayer1 = 0    TeamOfPlayer2 = 1    FundsOfTeam1 = [Red starting money]    FundsOfTeam2 = [Green starting money] Hope this helps! i'm messing around with changing the weapons n' stuff of the opponent's waves, and other stuff like that, so I'll post when/if I figure anything out that you could add. If there's something you want to add but either don't know/don't want to figure out, or really anything I could help with, post or pm me and I'll see what i can do!     
					
  
			 | 
		
		
			| Tue Aug 10, 2010 2:11 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 nobrainsleft22 
				Forum Idiot 
				
					 Joined: Sat Aug 14, 2010 3:39 am Posts: 47
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						and remember, please post if something goes wrong.
  ehhh i had something wrong i think its just for me but can you give me a different link or something the one for download button always gives me a megaclick error =( 
					
  
			 | 
		
		
			| Sat Aug 14, 2010 3:51 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 PhantomAGN 
				
				
					 Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
				 
				 
			 | 
			
				
				  Re: CorTool - Mac's First Mod Manager  
					
						
					
  
			 | 
		
		
			| Sat Aug 14, 2010 4:16 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
	
		 |