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Blbpaws Offline
#1 Posted : Sunday, November 9, 2014 5:44:27 PM(UTC)
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Thanks for the kind worlds but there's no official mod SDK for Kane's Wrath, so we can't develop the mod for that.
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SteelBear Offline
#2 Posted : Thursday, August 4, 2016 2:18:05 PM(UTC)
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Why wouldn't modders just take everything from KW and port it into TW? I mean there are mods with completely new units and everything, is it that hard to make already existing units work? For an experienced modder of course, I don't know сrар

Edited by user Thursday, August 4, 2016 2:20:41 PM(UTC)  | Reason: Not specified

CommieDog Offline
#3 Posted : Saturday, August 6, 2016 10:24:25 PM(UTC)
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Some of the KW units rely on new code that was added into the engine for KW and won't work correctly in vanilla TW, even if you port the XML code over.

CommieDog: Because someone has to do your dirty work for you
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SteelBear on 8/23/2016(UTC)
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#4 Posted : Tuesday, August 23, 2016 8:58:48 PM(UTC)
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Originally Posted by: CommieDog Go to Quoted Post
Some of the KW units rely on new code that was added into the engine for KW and won't work correctly in vanilla TW, even if you port the XML code over.



Yes, but since there are mods with completely new units would it be so hard (lol I sound like an аsshоlе) to recreate KW units on TW basis?

Edited by user Tuesday, August 23, 2016 9:00:06 PM(UTC)  | Reason: Not specified

Zatsupachi Offline
#5 Posted : Tuesday, August 23, 2016 11:21:15 PM(UTC)
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http://stevenbenner.com/...-5-types-of-programmers/

If you're the first type of programmer as they stated on the link then... MAYBE.

KW has differences in code compared to TW abn there are some things in TW that were obsoleted by KW.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
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CommieDog on 9/20/2016(UTC)
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#6 Posted : Tuesday, September 20, 2016 1:46:13 AM(UTC)
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Originally Posted by: SteelBear Go to Quoted Post
Originally Posted by: CommieDog Go to Quoted Post
Some of the KW units rely on new code that was added into the engine for KW and won't work correctly in vanilla TW, even if you port the XML code over.



Yes, but since there are mods with completely new units would it be so hard (lol I sound like an аsshоlе) to recreate KW units on TW basis?

We could certainly add some of the new units. But some units (like the Epics) rely at least partially on KW exclusive code. So even porting them in as best we could, they wouls still be a little less... epic.

CommieDog: Because someone has to do your dirty work for you
SteelBear Offline
#7 Posted : Saturday, June 10, 2017 3:32:47 PM(UTC)
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Originally Posted by: CommieDog Go to Quoted Post
Originally Posted by: SteelBear Go to Quoted Post
Originally Posted by: CommieDog Go to Quoted Post
Some of the KW units rely on new code that was added into the engine for KW and won't work correctly in vanilla TW, even if you port the XML code over.



Yes, but since there are mods with completely new units would it be so hard (lol I sound like an аsshоlе) to recreate KW units on TW basis?

We could certainly add some of the new units. But some units (like the Epics) rely at least partially on KW exclusive code. So even porting them in as best we could, they wouls still be a little less... epic.



So how do we have Mammoth Mk. II in Tiberium Essence then? Isn't that basically an Epic Unit for C&C3?

CommieDog Offline
#8 Posted : Tuesday, June 27, 2017 11:29:05 PM(UTC)
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Originally Posted by: SteelBear Go to Quoted Post
Originally Posted by: CommieDog Go to Quoted Post
Originally Posted by: SteelBear Go to Quoted Post
Originally Posted by: CommieDog Go to Quoted Post
Some of the KW units rely on new code that was added into the engine for KW and won't work correctly in vanilla TW, even if you port the XML code over.



Yes, but since there are mods with completely new units would it be so hard (lol I sound like an аsshоlе) to recreate KW units on TW basis?

We could certainly add some of the new units. But some units (like the Epics) rely at least partially on KW exclusive code. So even porting them in as best we could, they wouls still be a little less... epic.



So how do we have Mammoth Mk. II in Tiberium Essence then? Isn't that basically an Epic Unit for C&C3?

I'm not familiar with the code of Tiberium Essence, but it's easy enough to slap a unit cap on a vehicle.
The main problem is with being able to insert infantry into an epic unit to upgrade its weapon.

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zocom7 Offline
#9 Posted : Tuesday, August 8, 2017 11:47:00 AM(UTC)
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@Blbpaws and @CommieDog there is a Kane's Wrath Mod SDK: http://www.moddb.com/mods/kanes-wrath-mod-sdk

But the download can only be going through this link: https://ppmforums.com/viewtopic.php?t=41364
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