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 New Mod 
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Joined: Wed Mar 30, 2011 1:23 pm
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Post New Mod
Hey, I am trying to kind of take all the mods I have right now, and put them all into a new folder, like I tried to make a folder and then I put all of my mods in it, and pasted that new folder into the Cortex Command folder where I usually put mods in, but it came up with errors, then I tried renaming my new folder with .rte at the end and it still did not work for me, does anybody have any advice on this? Here are all of the mods that I tried to put into the new folder:

DarkStorm.rte
HuegPackOMods.rte
MeleeMaster.rte
Tek Troopers.rte
WWM.rte
Xtremeblock.rte


Thu Mar 31, 2011 11:23 pm
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Joined: Mon Oct 25, 2010 5:51 am
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Location: Sydney
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Post Re: New Mod
That would be quite difficult to do, as each mod has it's file paths specific to that mod. If you put the mod in another folder away from CC, then it can't find any of the files. Besides, what would be the point of putting them all in a new folder?


Fri Apr 01, 2011 5:50 am
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Joined: Sun Jul 13, 2008 9:57 am
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Post Re: New Mod
I'm assuming so he can make scenes or just turn it on and off easily.

Get a good text editor like Notepad++ or Geany, open all the files of a mod and hit Ctrl+H. Use the tool that comes up to replace all instances of (for example) "DarkStorm.rte" in every .ini in the darkstorm mod with (for example) "PileOfMods.rte" using the "replace all in session" tool. This will replace the bit of the path pointing to darkstorm in all of those files. Then, you'll need to move every file from /DarkStorm.rte to /PileOfMods.rte. Repeat that with all of the desired .rtes until all the files are inside /PileOfMods.rte and have their paths changed correctly.

It's fairly involved, but it'll let you make custom scenes I suppose.


Fri Apr 01, 2011 6:09 am
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Joined: Sat Feb 26, 2011 10:29 am
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Post Re: New Mod
It could be several different files with the same name, in the same path except the main.rte folder, like:
A.rte/sound/gib1.wav
B.rte/sound/gib1.wav
That makes you can not simply put anything together, but rename these file and change their relevant links to avoid conflicts.

I suggest to give each original mod an independent subfolders, like:
New.rte/Darkstorm/...
New.rte/MeleeMaster/...
...

So you just have to use notepad++ to replace the bit of the path pointing and combine all the index.ini together.


Sat Apr 02, 2011 12:28 pm
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Joined: Sat Jun 16, 2007 2:31 am
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Post Re: New Mod
You would have to change literally EVERY single filepath from ModuleName.rte/ to BigModule.rte/Modulename.rte/ or something of the sort, then make an Index.ini in BigModule.rte/ that referenced everything in the Index.ini's of all the ModuleName.rte/'s.

It would be too much work and take way too long to be worth the effort. Especially with my Tek Troopers, I had NO sense of organization in that.

Hope that made sense.


Sun Apr 03, 2011 1:21 am
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Post Re: New Mod
@Xery: I don't think we have enough of a .rte standard for that to happen too often.


Sun Apr 03, 2011 2:14 am
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Post Re: New Mod
Geti wrote:
@Xery: I don't think we have enough of a .rte standard for that to happen too often.


You're right. But it might happen.

In fact, it's difficult for me to understand some of your words, I always have a dictionary software running when reading this forum. My English is poor, but I love this game. So, if I make expressions unclear, I'll apologize for that.


Sun Apr 03, 2011 8:27 am
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Post Re: New Mod
Not a problem. What you outlined would definitely be a problem if we all used a similar directory structure and naming conventions but the modding community isn't organised enough for that to be an issue.

Where are you from?


Sun Apr 03, 2011 9:46 am
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Post Re: New Mod
Geti wrote:
Not a problem. What you outlined would definitely be a problem if we all used a similar directory structure and naming conventions but the modding community isn't organised enough for that to be an issue.

Where are you from?


China. I could find no one speaking Chinese and enjoy the ini/lua code of CC like me, the others are just ready-made(-mod) players.


Sun Apr 03, 2011 1:20 pm
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Post Re: New Mod
That's a shame, though it's good to see that CC has such a global audience. You've been perfectly understandable and reasonable insofar, so welcome.


Sun Apr 03, 2011 1:23 pm
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Post Re: New Mod
Geti wrote:
That's a shame, though it's good to see that CC has such a global audience. You've been perfectly understandable and reasonable insofar, so welcome.


Thx :)
Emm...let's don't run off the topic?


Sun Apr 03, 2011 2:18 pm
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Joined: Tue Mar 16, 2010 7:38 pm
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Post Re: New Mod
Aww, don't criticize Geti for getting off-topic. Much greater train wrecks of off-track topics have happened, and he was just trying to compliment you. Which, coincidentally, I agree with; you speak better English than half the idiots who speak it as a first language.

Anyway, to resume the topic, depending on what word-processing program you use, you should be able to use a search/replace function to replace each "(Mod's module name).rte" with "(Name of new combined module).rte/(Mod's module name).rte" as whitty suggested. This would still require that you work your way through each individual text file in each individual mod, but it would at least reduce the amount of time and effort needed for each individual file to a couple of typed phrases and a button press or two.

Now, there's also the issue of whether you understood that mess up there, and whether your word processor can handle English sufficiently. You also may be able to convince someone to do it for you, though good luck. I'd be willing, but without motivation, I can't guarantee that I'd get it done anytime soon, or indeed at all. If you have something to offer, though, I'd be willing to work with you.

EDIT: Whooooaaaaa, I just realized that I completely missed who started the thread. Sorry Xery, didn't realize you were just posting; sorry epeep, didn't realize you were the one who needed help. Anyway, offer still stands.


Thu Apr 07, 2011 11:16 pm
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