Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Apr 08, 2009 1:50 pm Post subject:
Mastermind interviewed about RA3 mod SDK!
Subject description: C&C3 mod SDK + GUI + cached compilation + big world builder = RA3 mod SDK
Our friend Mastermind has worked on the Red Alert 3 mod SDK for all these months. And, this week, he has finished the job and we'll be able to download it very soon. Now, with the job done, he could tell APOC (who interviewed him) and us about what's new on the RA3 mod SDK. Here's a snippet:
Quote:
1. What are the major differences between the RA3 Mod SDK and the C&C 3 Mod SDK?
In general, the Red Alert 3 Mod SDK is very similar to the C&C 3 Mod SDK. It still uses the same XML pipeline, and still requires mods to be compiled to run. The two biggest changes in this version are the new build GUI to greatly simplify the process of compiling mods, and the inclusion of pretty much all of the required applications. Users will no longer have to download ANTLR or MVP, we've included them in the Mod SDK installer. Another advantage in the RA3 Mod SDK is that we've included our session caching code in the compilation tools, which should speed up repeated compilation of the same mod. It will help modders iterate much more quickly on their mod.
New interface for building your mod and the session caching code will certainly making the modding process much less painful and they are a welcomed addition for us, modders. You can read the whole interview HERE.
As APOC said in the interview, the mod SDK should be released in this week. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Apr 08, 2009 8:20 pm Post subject:
SDK has been released. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Joined: 20 May 2005 Location: Defiance Industries HQ, Antarctica
Posted: Thu Apr 09, 2009 12:09 am Post subject:
*g* Well maybe I can use this sdk unlike the one for C&C3 which really... Yeah did not like it since it never worked and never told me what I was doing wrong so that nothing changed. Anyways yay for it coming out not yay for it coming out so close to finals. _________________ Defiance Industries: We prefur to call it well prepaired not over kill.
Blaze, Demon of The Round Table, Mobuis One call me what you want I am one with the sky. QUICK_EDIT
Posted: Thu Apr 09, 2009 12:26 am Post subject:
Re: Mastermind interviewed about RA3 mod SDK!
I really wonder what took them so long - it looks like it is basicly the NC3 SDK with a new GUI (which is also not that new, I have esen similiar things for CNC3) and some additional stuff that was used by the development team - half a year seems to be a lot time for that
I think it would have been better if they just rewrote the CnC3 SDK and released it without GUI as soon as possible, so experienced modders would be able to mod soner. The GUI could have been released later.
It also appears that the SDK does not include the shader for 3ds max.... _________________ QUICK_EDIT
In the way of free assets, there's the harbringer, and the cnc3 assets are compatible right?
I'll stick to Generals, as I bet 99.99% of the people here will stick to either yr or ts. _________________ Please, read the signature rules of the forum. QUICK_EDIT
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