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 [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED] 
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
Did you choose to convert a folder or a file? You probably need to choose to convert a folder if you're converting a folder.


Fri Dec 11, 2009 1:02 am
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
I don't see a "convert folder" option on the menu, just buttons that make me open a file.


Sat Dec 12, 2009 12:13 am
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
Hmm...
What happens when you open the .exe?
I get a small window asking me what I want to convert to from (Build-wise) and afterwards the option to convert a folder or a fiile.
Then again I might be talking about a completely different mod converter, but try redownloading.


Sat Dec 12, 2009 4:16 am
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
DoomTurkey wrote:
I don't see a "convert folder" option on the menu, just buttons that make me open a file.

Are you sure? I just re-downloaded the release on this website and the window progression goes

1. Chose Conversion Type (Build 13 to 22, Build 19 to 22 or Build 21 to 22)
2. Choose Folder/File
3. Select Folder/File
4. Upconvert/Downconvert Dialog.

I should probably updated this for B23, could anyone tell me the specific conversions that are required?


Sat Dec 12, 2009 2:20 pm
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
Paths for skeletons and zombies have been moved to the Undead.rte.
Paths for crabs have been moved to Wildlife.rte.
Various paths within .rtes, predominantly Coalition and Dummy.
No PresetName that will be shown on the buy menu apart from the build stage may have a single word 11 characters long (a single word means any continuous string without any spaces).
Pretty much nothing else has changed though.


Sat Dec 12, 2009 2:52 pm
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
t0rento wrote:
DoomTurkey wrote:
I don't see a "convert folder" option on the menu, just buttons that make me open a file.

Are you sure? I just re-downloaded the release on this website and the window progression goes

1. Chose Conversion Type (Build 13 to 22, Build 19 to 22 or Build 21 to 22)
2. Choose Folder/File
3. Select Folder/File
4. Upconvert/Downconvert Dialog.

I should probably updated this for B23, could anyone tell me the specific conversions that are required?


well, I pressed the "other" option when I opened the converter, 'cause I don't know what version Darklone mod is. Anyone tell me what version it is?


Sun Dec 13, 2009 5:32 am
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
Try for b21 to b22. It won't break anything if you get it wrong.


Sun Dec 13, 2009 5:53 am
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
411570N3 wrote:
Try for b21 to b22. It won't break anything if you get it wrong.


:( it did
I had to reinstall cortex command.

anyone know what version DarkLone is?


Sun Dec 13, 2009 8:36 pm
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
Only select Darklone.rte for conversion.


Mon Dec 14, 2009 1:52 am
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
411570N3 wrote:
Only select Darklone.rte for conversion.


Ok, the conversion was successful, but when I plug it into Cortex Command, I can't open any missions, the screen just turns black and does nothing.


Mon Dec 14, 2009 2:40 am
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
Search for the word Flamethrower. Separate it into flame thrower.


Mon Dec 14, 2009 5:08 am
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
In the mod or the converter?


Tue Dec 15, 2009 9:55 pm
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
Well the mod, supposedly. That's what the game's loading isn't it?


Wed Dec 16, 2009 1:04 am
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
oh yeah, that was obvious, but I do not really see how it would help. Care to explain?


Wed Dec 16, 2009 4:04 am
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Post Re: [B23] Cortex Command Mod Converter V2.2 [RE-UPLOADED]
DoomTurkey wrote:
I do not really see how it would help.

The reason it is hanging with a black screen is related to a feature implemented new in b23. Word wrapping. Before, in b22 and earlier, when you made an overly long PresetName for a buyable item, it simple trailed off the buy menu button and disappeared at the end of the buy menu. In b23, Cortex attempts to wrap text so that it stays within the button, but it can't handle overly long strings of characters that are not separated by spaces. So, when given a word that is longer than the width of the button, it hangs to a black screen. That maximum width has been experimentally determined to be around 11 characters, so any PresetName of a buyable object must have a space within 11 characters of unbroken text. Hyphens and underscores do not work.

tl;dr b23 requires PresetNames to have spaces within 11 nonspace characters.


Wed Dec 16, 2009 4:08 am
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