Blbpaws
  • Blbpaws
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11 years ago
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
9 years ago
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
CommieDog
9 years ago
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.
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CommieDog: Because someone has to do your dirty work for you
SteelBear
9 years ago

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.

Originally Posted by: CommieDog 




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?
Zatsupachi
9 years ago
http://stevenbenner.com/2010/07/the-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/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
CommieDog
9 years ago

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.

Originally Posted by: SteelBear 




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?

Originally Posted by: CommieDog 


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.
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CommieDog: Because someone has to do your dirty work for you
SteelBear
8 years ago

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.

Originally Posted by: CommieDog 




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?

Originally Posted by: SteelBear 


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.

Originally Posted by: CommieDog 




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

CommieDog
8 years ago

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.

Originally Posted by: SteelBear 




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?

Originally Posted by: CommieDog 


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.

Originally Posted by: SteelBear 




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

Originally Posted by: CommieDog 


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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CommieDog: Because someone has to do your dirty work for you
SteelBear
SteelBear
5 years ago

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.

Originally Posted by: CommieDog 




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?

Originally Posted by: SteelBear 


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.

Originally Posted by: CommieDog 




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

Originally Posted by: SteelBear 


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.

Originally Posted by: CommieDog 



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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