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 Wiki 
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Joined: Thu Oct 19, 2006 12:31 am
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Location: USA, VA
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Post Re: Wiki
I added stuff about the Fun Forum in the Forum Games section. I can't wait for it to be censored! :grin: I already tried to keep it objective, but I am pretty sure that most/all of it will be cut out.


Fri Dec 14, 2007 5:17 am
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Joined: Fri Jan 26, 2007 3:22 am
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Post Re: Wiki
Hi I upgraded your formatting.


Fri Dec 14, 2007 10:36 pm
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Joined: Fri May 11, 2007 4:30 pm
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Post Re: Wiki
I have done ALL the actors http://www.datarealms.com/wiki/index.ph ... release%29
now you write some descriptions up.


Sat Dec 15, 2007 3:08 am
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Post Re: Wiki
I started making better actor images, and mainly got good feedback about the 2x scaled ones, but now I'm getting mixed feedback. So what do you guys want, 1x or 2x?
Attachment:
GreenClone-1x.png
Attachment:
GreenClone-2x.png

I don't want to have edit wars, but the existing images were really bad and artifacted. I'm only putting in 1x for now.

Another thing. The way the actor pages are now is rather pointless, imo. There's plenty of blank space and not much content (even to be written). So why not just compile them by faction, or even put all actors into a single page?


Sat Dec 15, 2007 3:23 am
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Post Re: Wiki
1x

The sprites look bad when doubled up. so keep it as is.

I've added content to all the pages except the robots... I'm stuck on what to put.

well, I think that it's okay how it is, I'm sure others could bulk them up to a reasonable standard.

maybe include armour type, manoeuvrability, speed, how much they can hold.


Sat Dec 15, 2007 3:57 am
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Post Re: Wiki
I too vote for 1x.


Sat Dec 15, 2007 5:06 am
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Joined: Sun Mar 04, 2007 5:49 am
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Location: Hail, Hail, Freedonia! Land of the Free!!
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Post Re: Wiki
This is great! This has some awesome potential. I'll try doing my part if that's alright.

I could go for the weapons, I've got some free time!


Sat Dec 15, 2007 9:08 am
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Post Re: Wiki
seems I'm the only one doing something :lol:
Soldier Light‎; 14:21 . . (-9) . . Robolee
Soldier Heavy‎; 14:20 . . (+141) . . Robolee
Soldier Heavy‎; 14:20 . . (-125) . . Robolee
Soldier Heavy‎; 14:19 . . (+470) . . Robolee
Soldier Light‎; 14:09 . . (+299) . . Robolee
Skeleton‎; 14:00 . . (+277) . . Robolee
Skeleton‎; 13:42 . . (-105) . . Robolee
keleton‎; 13:42 . . (+202) . . Robolee
Green Clone‎; 13:10 . . (+458) . . Robolee
Blue Clone‎; 13:02 . . (+549) . . Robolee
Green Clone‎; 12:59 . . (-10) . . Robolee
Green Clone‎; 12:59 . . (+439) . . Robolee
m Cortex Command‎; 04:46 . . (+10) . . Zalo
Category:Misc Modding Articles‎; 04:45 . . (+10) . . Zalo
Category:Misc Modding Articles‎; 04:44 . . (+187) . . Zalo
Category:Misc Modding Articles‎; 04:39 . . (+323) . . Zalo
CortexWiki:Site support‎; 03:57 . . (+4) . . Zalo
CortexWiki:Site support‎; 03:56 . . (+7) . . Zalo
N CortexWiki:Site support‎; 03:55 . . (+337) . . Zalo
Dummy Drop Ship‎; 03:32 . . (+11) . . Robolee
Dummy‎; 03:32 . . (+12) . . Robolee
Robot 2‎; 03:31 . . (+11) . . Robolee
Robot 1‎; 03:31 . . (+11) . . Robolee
Soldier Heavy‎; 03:30 . . (+11) . . Robolee
Soldier Light‎; 03:30 . . (+11) . . Robolee
Blue Clone‎; 03:29 . . (+10) . . Robolee
...


Sat Dec 15, 2007 3:27 pm
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Post Re: Wiki
People dont edit consistently daily. People seem to be getting in the mood to edit, then editing a lot.


Sat Dec 15, 2007 3:35 pm
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Post Re: Wiki
Somone put this on the wiki. I am too lazy to make a new category for it.

Quote:
Alright, here we go.

No pictures because you really shouldn't need them.

Okay, so first off, get to your /Cortex Command/ directory in Windows Explorer.

Go to <mod>.rte.

Open Index.ini in Notepad. It will always be in the first folder inside Mod.rte.

After EVERY line except for Datamodule in this folder, add a double-slash: //

Once accomplished, the mod Index should look like this:

Code:
DataModule
//   IncludeFile = Grif.rte/Blender/Index.ini
//   IncludeFile = Grif.rte/Bunklearer/Index.ini
//   IncludeFile = Grif.rte/CIWS/Index.ini
//   IncludeFile = Grif.rte/Crusher/Index.ini
//   IncludeFile = Grif.rte/Invinciclone/Index.ini
//   IncludeFile = Grif.rte/Kinetic/Index.ini
//   IncludeFile = Grif.rte/Bunker/Index.ini


Note that the DataModule line is not commented out, but all the others are. That's important; if you comment out DataModule the game will crash on startup.

NOW. Copy EVERY includefile line from the mod. (except for my mod, where the last line is to an activities edit and not needed)

Go back to the /Cortex Command/ directory, and click into Base.rte.

Open Index.ini. Now, this is the tricky part, so pay attention.

First, paste all the IncludeFiles you just copied at the end of the includefiles of Index.ini, but BEFORE the IncludeFile for Activities.ini.

So, the pasted includefiles are after EVERYTHING EXCEPT ACTIVITIES.

That's vital; because most mods have dependencies somewhere inside base.rte.

Now, your Index.ini should look something like this:

Code:
DataModule
   IncludeFile = Base.rte/Materials.ini
   IncludeFile = Base.rte/Sounds.ini
   IncludeFile = Base.rte/Effects.ini
   IncludeFile = Base.rte/Ammo.ini
   IncludeFile = Base.rte/Devices.ini
   IncludeFile = Base.rte/Actors.ini
   IncludeFile = Base.rte/Scenes.ini

//   IncludeFile = Grif.rte/Blender/Index.ini
//   IncludeFile = Grif.rte/Bunklearer/Index.ini
//   IncludeFile = Grif.rte/CIWS/Index.ini
//   IncludeFile = Grif.rte/Crusher/Index.ini
//   IncludeFile = Grif.rte/Invinciclone/Index.ini
//   IncludeFile = Grif.rte/Kinetic/Index.ini
//   IncludeFile = Grif.rte/Bunker/Index.ini

   IncludeFile = Base.rte/Activities.ini


The especially savvy members will now begin to wonder where I'm going with this; now every IncludeFile that references the mod has been commented out.

Well, now what you do is, delete the //es you made in the mod Index. Once they're in Index.ini of Base.rte, we want them to load; but if we have both sets of includefiles load, then you will have duplicates of everything in the buy and build menus.

So, proceed to remove all the doubleslashes.

Code:
DataModule
   IncludeFile = Base.rte/Materials.ini
   IncludeFile = Base.rte/Sounds.ini
   IncludeFile = Base.rte/Effects.ini
   IncludeFile = Base.rte/Ammo.ini
   IncludeFile = Base.rte/Devices.ini
   IncludeFile = Base.rte/Actors.ini
   IncludeFile = Base.rte/Scenes.ini

   IncludeFile = Grif.rte/Blender/Index.ini
   IncludeFile = Grif.rte/Bunklearer/Index.ini
   IncludeFile = Grif.rte/CIWS/Index.ini
   IncludeFile = Grif.rte/Crusher/Index.ini
   IncludeFile = Grif.rte/Invinciclone/Index.ini
   IncludeFile = Grif.rte/Kinetic/Index.ini
   IncludeFile = Grif.rte/Bunker/Index.ini

   IncludeFile = Base.rte/Activities.ini


Now, go to Activities.ini, and add away. Note: You will have to add the Includefiles from EVERY mod you want loaded; it's probably the primary reason I put all my mods into one pack.

To change what craft are delivered, use this basic guide:
In each mod .rte, somewhere, there is a root instancename for what you want to mod into Activities.ini, and a root prop type for it.

Nearly always, this will be one of the following:
ADoor
ACDropship
ACrab
ACRocket
AHuman
HDFirearm
HeldDevice
TDExplosive

Most of the time, this is fairly self explanatory.

If it's a door, it's going to be an ADoor.
If it's a dropship, it'll be an ACDropship.
If it's a crab, OR a four-legged turret, it'll be an ACrab.
ACRocket is for rockets.
HDFirearm just means gun (held device firearm), so any gun mod will use this.
HeldDevice is what Shields use; specifically the Riot Shield.
TDExplosive is for most bombs, and all grenades.

So, here's what you do. Depending on the mod, the particle type will change. So, first, what you have to do is find the prop type. Generally, in the buy menu, this will be explained for you.
The Actors tab covers AHuman and ACrab. AHuman also covers Robots, so don't make it ARobot in your activities edit.
Craft covers ACRockets and ACDropships. Hint: Rockets have one engine, dropships have two.
Shields tab has HeldDevices, Bombs has TDExplosives.
Tools and Firearms are both HDFirearms.

So, then, you have to get the instancename, which is just the name of the mod. This is even easier; just look at what it's called in either the Bunker Editor or Build Menu.

Now, open Activities.ini, scroll down to the Grasslands activities, and mod away.
Code:
AddAttackerSpawn = <prop>
CopyOf = <instancename>


All there really is to it. Oh, and if you're curious, yes, you can make AHumans fall from the sky. Or HDFirearms.

Current Activities Guide Subversion: 1.1.0 [How to Edit guide included]


Sun Dec 16, 2007 3:11 am
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Post Re: Wiki
Added, but needs tidying a little.


Mon Dec 17, 2007 6:05 pm
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Post Re: Wiki
Galaxy613 wrote:
I added stuff about the Fun Forum in the Forum Games section. I can't wait for it to be censored! :grin: I already tried to keep it objective, but I am pretty sure that most/all of it will be cut out.

We don't necessarily have to be objective. This isn't Wikipedia after all. Don't go off lying about the game, but feel free to say positive, truthful things.


Tue Dec 18, 2007 12:50 pm
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Post Re: Wiki
Bumpdate.

All mod related articles have been marked for deletion. Unless you can give me an excellent reason why they should be in CortexWiki (which you probably should not do in these forums), they get deleted soon.

The wiki's about the game and how to mod it, the forums are for posting your mods. However, that does not mean that you can't use snippets of code from your mods to explain certain aspects of modding, I suppose.

The hit list is here.


Thu Dec 20, 2007 11:29 am
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Joined: Sat May 05, 2007 6:04 pm
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Post Re: Wiki
MasterNetHead wrote:
Bumpdate.

All mod related articles have been marked for deletion. Unless you can give me an excellent reason why they should be in CortexWiki (which you probably should not do in these forums), they get deleted soon.

The wiki's about the game and how to mod it, the forums are for posting your mods. However, that does not mean that you can't use snippets of code from your mods to explain certain aspects of modding, I suppose.

The hit list is here.


Someone made a template for mods, I assumed they knew what they were doing =/
The wiki would make an excellent place to keep the mods, and to be honest, if we don't put them on then we've really got every possible page already.


Thu Dec 20, 2007 11:45 am
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Post Re: Wiki
If we're going to have mods, we should have them all...

And that's just down right daunting.


Thu Dec 20, 2007 11:50 am
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