Administrator Joined: 1/1/2003(UTC) Posts: 6,526 Location: USA
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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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Private Joined: 8/4/2016(UTC) Posts: 5
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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)
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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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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Private Joined: 8/4/2016(UTC) Posts: 5
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Originally Posted by: CommieDog 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)
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Major Joined: 3/27/2015(UTC) Posts: 490
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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. |
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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Originally Posted by: SteelBear Originally Posted by: CommieDog 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 |
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Private Joined: 8/4/2016(UTC) Posts: 5
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Originally Posted by: CommieDog Originally Posted by: SteelBear Originally Posted by: CommieDog 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?
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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Originally Posted by: SteelBear Originally Posted by: CommieDog Originally Posted by: SteelBear Originally Posted by: CommieDog 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. |
CommieDog: Because someone has to do your dirty work for you |
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Private Joined: 5/9/2011(UTC) Posts: 23
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@Blbpaws and @CommieDog there is a Kane's Wrath Mod SDK: http://www.moddb.com/mods/kanes-wrath-mod-sdkBut the download can only be going through this link: https://ppmforums.com/viewtopic.php?t=41364
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Private Joined: 8/4/2016(UTC) Posts: 5
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Originally Posted by: zocom7 So it is possible to port Forgotten into KW?
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Private Joined: 8/4/2016(UTC) Posts: 5
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Originally Posted by: CommieDog Originally Posted by: SteelBear Originally Posted by: CommieDog Originally Posted by: SteelBear Originally Posted by: CommieDog 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. Yeah but do you need though? Give them a big unit and call it a day. Like an Old Tiberian Sun Mammoth Mk. II. Actually that's perfect for this mod, since the Forgotten use TS tech. Plus there's already a texture in the game for an old rusty Mammoth Mk. II
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