UniTec (1.0.0 - CC1.0) - DISCONTINUED
Author |
Message |
alexhairyman
Joined: Fri Jan 22, 2010 4:53 am Posts: 13
|
Re: UniTec (1.0.0 - CC1.0)
Hmmmm..... Since some of your code uses uppercase, and some uses lower case, anyone on linux (mac too I think) is unable to use your mod, because unlike windows, POSIX is case-sensitive. Is there an easy fix for this you think? maybe some sed magic, but that would be one crazy expression, maybe listing through all the directories, and for each bmp & wav do a sed of all the .ini files to make them compatible. It shouldn't affect windows, windows won't give two bothers what case they are.
|
Mon Oct 08, 2012 1:09 am |
|
|
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
|
Re: UniTec (1.0.0 - CC1.0)
The easiest long-term fix would be - I think - to correct it all on a windows system, and that should be a walk in the park. Use a batch file renamer (such as Bulk Rename Utility) for the extensions, then use any text editor that can do case-sensitive find-in-files and replace-in-open-files (such as Notepad++) to ensure the extensions match up. Easy, no sed usage involved.
|
Mon Oct 08, 2012 2:32 am |
|
|
tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
|
Re: UniTec (1.0.0 - CC1.0)
Another bug When attempting to use Zealots in the CC 1.0 campaign the game crashes out when a battle is started.
|
Mon Oct 08, 2012 3:20 am |
|
|
alexhairyman
Joined: Fri Jan 22, 2010 4:53 am Posts: 13
|
Re: UniTec (1.0.0 - CC1.0)
Arcalane wrote: The easiest long-term fix would be - I think - to correct it all on a windows system, and that should be a walk in the park. Use a batch file renamer (such as Bulk Rename Utility) for the extensions, then use any text editor that can do case-sensitive find-in-files and replace-in-open-files (such as Notepad++) to ensure the extensions match up. Easy, no sed usage involved. but then you have to do it for every single .bmp and .wav in every single directory by hand, which could take forever. I've already got a script going which finds all the .bmp and .wav files in a given directory, creates a list of them, renames them all, and then goes through all the ini files using sed with a generated sed file to replace every occurence
|
Mon Oct 08, 2012 5:05 am |
|
|
Malamo999
Joined: Fri Jun 01, 2012 10:59 pm Posts: 103
|
Re: UniTec (1.0.0 - CC1.0)
tankmayvin wrote: Another bug When attempting to use Zealots in the CC 1.0 campaign the game crashes out when a battle is started. Mods generally crash the campaign anyway. Though it will be less likely to crash if you turn auto base-building off from your team.
|
Mon Oct 08, 2012 8:51 am |
|
|
Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
|
Re: UniTec (1.0.0 - CC1.0)
To everyone with errors: Everything worked fine in B27. I have no idea what is causing the errors but I get the idea that data managed to screw up my work for me. I am pretty pissed off about this '1.0' anyway, so I doubt any errors will get fixing (even if I knew how to). I am deeply sorry. Maybe my interest in UniTec returns if data manages to redeem himself and finish the game in a normal fashion, unlike slapping a big '1.0' on a bugged beta product.
|
Mon Oct 08, 2012 1:05 pm |
|
|
tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
|
Re: UniTec (1.0.0 - CC1.0)
Malamo999 wrote: Mods generally crash the campaign anyway. Though it will be less likely to crash if you turn auto base-building off from your team. I've been finding that plenty of mods (the newer ones at any rate) work fine in the campaign, with auto-base building off. Unitech and Shield both work quite well for eg. Unitech is awesome in the campaign, although possibly quite OP.
|
Mon Oct 08, 2012 9:09 pm |
|
|
Austupaio
Joined: Sun Oct 07, 2012 8:05 am Posts: 27
|
Re: UniTec (1.0.0 - CC1.0)
As it is, Unitec works perfectly for me in 1.0, so it's interesting there are so many issues.
I definitely understand your feelings, Gotcha, I'm quite disappointed by how little has changed. Especially that the 'First Signs' and 'Control Chip' missions never actually went anywhere.
|
Mon Oct 08, 2012 10:17 pm |
|
|
!CTLV128
Joined: Sat Sep 08, 2012 2:57 pm Posts: 28
|
Re: UniTec (1.0.0 - CC1.0)
Woot! We can drop anything anywhere now! Any chance we can get the Drop Pod back?
|
Tue Oct 09, 2012 5:41 am |
|
|
Malamo999
Joined: Fri Jun 01, 2012 10:59 pm Posts: 103
|
Re: UniTec (1.0.0 - CC1.0)
tankmayvin wrote: I've been finding that plenty of mods (the newer ones at any rate) work fine in the campaign, with auto-base building off. Hmm. I've crashed a lot down to mods in the campaign but in this update the crashes with UniTec have actually lessened for me.
|
Tue Oct 09, 2012 1:27 pm |
|
|
!CTLV128
Joined: Sat Sep 08, 2012 2:57 pm Posts: 28
|
Re: UniTec (1.0.0 - CC1.0)
[unrelated to my last post] Hey, Gotcha! I was up for most of the night last night tweaking the "Zombie Slaughter" activity to be a sort of "Left 4 Deadish" take on Cortex Command. It's fully playable at the moment and I'm wondering if I can have the OK to post it along side my other mod, Body Harvest. You'll get full credit for your code, assets and whatever else I used, in case you're worried about that. also, you should totally re-add the drop pods. i don't really feel that passionately about it but it feels weird to have two unrelated posts so close to each other so this is the loose thread tying them together.
|
Sun Oct 14, 2012 2:52 pm |
|
|
Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
|
Re: UniTec (1.0.0 - CC1.0)
If you just created a new activity, go right ahead. No credit needed. If you plundered my mod for its resources to create a separate mod, nope.
I'll sure be adding that pod again if CC's development will change course so that the game can entertain me again. Aka, fat chance, sorry. Though you can just copy the droppod bits from a version that had it. Should work.
|
Mon Oct 15, 2012 12:38 am |
|
|
Warmonger
Joined: Fri Mar 02, 2012 7:00 am Posts: 11 Location: California, U.S.A
|
Re: UniTec (1.0.0 - CC1.0)
Hi Gotcha!,
I was trying to make the Taurus Raging Bull scope-less by erasing a bit of the sprite through windows paint, but after I've done that, the gun does not look as it is supposed to be (a big negative-imaged square is formed around the gun). Do you have any suggestions on how I can wield the Raging Bull without such problem?
Thanks!
|
Fri Oct 19, 2012 3:17 am |
|
|
killkill85
Joined: Mon Oct 04, 2010 6:42 pm Posts: 63 Location: Dubai,UAE
|
Re: UniTec (1.0.0 - CC1.0)
Warmonger wrote: Hi Gotcha!,
I was trying to make the Taurus Raging Bull scope-less by erasing a bit of the sprite through windows paint, but after I've done that, the gun does not look as it is supposed to be (a big negative-imaged square is formed around the gun). Do you have any suggestions on how I can wield the Raging Bull without such problem?
Thanks! Microsoft Paint screws up transparency,which means it removes the "transparent color" sections of the image because it doesn't recognize the "color".To maintain transparency,edit it with photoshop or something.
|
Fri Oct 19, 2012 8:12 am |
|
|
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
|
Re: UniTec (1.0.0 - CC1.0)
...no, not quite, though you're sort of on the right track. You should be fine if you're using Paint from any version of Windows prior to 7 or 8, but the newer versions don't save into the Cortex Command palette properly, which is why it breaks. Newer versions of the GIMP have a similar problem, though they make the files flat-out unreadable for CC.
|
Fri Oct 19, 2012 8:32 am |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|