Mighty BOB! 5 Posted October 9, 2009 Asuka, aka Lauren, from the German modding community is working on a community-created SDK for Kane's Wrath. He already has some progress: (Note the Scrin Explorer in the sidebar where the Nod Emissary should be.) But it would be nice if people with programming know-how would contact him and help expedite the process. Share this post Link to post
Nmenth 291 Posted October 9, 2009 May the community again succeed where EA has failed. However, I cannot help, my programming knowledge is limited (mostly to decade-old coding ). Share this post Link to post
PurpleGaga27 40 Posted October 9, 2009 Prior from the old discussion: http://forums.cncnz.com/index.php?showtopic=12007 It appears after EALA failed to do the mod sdk for KW as well as CoreAngel and her team on a custom KW mod sdk, a German modder from Thundermods has officially been doing this for the last several days. Check it out: http://www.moddb.com/mods/kanes-wrath-mod-sdk Share this post Link to post
Sonic 295 Posted October 9, 2009 It appears after EALA failed to do the mod sdk for KW Who said EALA failed? They never announced a Mod SDK for KW. The could never have made one due to a lack of resources anyway. Share this post Link to post
Nmenth 291 Posted October 10, 2009 They never announced a Mod SDK for KW. The could never have made one due to a lack of resources anyway. Sounds like fail to me, Sonic... Share this post Link to post
BioBen 3 Posted October 10, 2009 Wow, I'm impressed. I honestly didn't think this was going to happen. Share this post Link to post
ghostmangoth 0 Posted October 11, 2009 I hope it comes soon because I'm getting sick of building 100 silos. The first thing I changed in the C&C editor was the Silo capacity because you just never have enough room for it. That and power plants. Share this post Link to post
Koen 2 Posted October 11, 2009 It would be a huge technical feat if you'd reverse engineer all the structures. I currently believe however that not all information from the XML files is retained within the manifest. If he can show that it works for several non-trivial assets, then maybe it could go somewhere. Share this post Link to post
General Kane Nash 0 Posted July 30, 2010 Heck, it seems like it's working, perhaps CommieDog may help you, although he was going to be bussy. Share this post Link to post
Lauren 78 Posted August 2, 2010 It is done! (At least a tiny little bit ^^) The first version for the public is here. But remember: it is an alpha version and featuring just MpGameRules, ArmorTemplate and LogicCommand. It is not much yet but it can be updated easily. Also it might be crashing from time to time (even if it doesn't for me anymore ^^). If it does please send me infos of what you have done where it crashed and maybe debug information if available. Note: .net Framework 4.0 is required to use the SDK. Also you might need to run the Launcher with elevated rights if you run Vista/7 and have installed KW in Program Files (The SDK itself asks for that rights per default). The SDK: http://thundermods.net/index.php?page=down...=view&id=87 A special Mod Launcher (not directly needed but makes it easy to use, see SDK documentation) http://thundermods.net/index.php?page=down...=view&id=88 Share this post Link to post