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News on EA's modding tools for Red Alert 3 and Kane's Wrath.
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Oct 04, 2008 4:09 am    Post subject:  News on EA's modding tools for Red Alert 3 and Kane's Wrath.
Subject description: KW mod SDK is doomed.
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EA APOC has recently written an update regarding the mod SDKs for Red Alert 3, Kane's Wrath and RA3's World Builder:


EA APOC wrote:
Hey everyone, here is a quick update on this front:

RA3 Mod SDK - is currently in early production right now. It will have the same feature set as the C&C 3 Mod SDK since our build system is similar but we are trying to make some modifications to streamline the process. As of right now, we're hoping to do a first release of the Mod SDK around the same time we release Worldbuilder, but nothing has been confirmed yet. It's tough to tell because we are early in testing and uncertain of what may go wrong, but i'll keep you posted because of course this is critical.

RA3 Worldbuilder - as I stated earlier, there is a strong likelihood we will release this with our first major patch for Red Alert 3 soon after the game launches. More updates when I have it.

KW Mod SDK - as I stated, this is looking increasingly grim right now due to limited in-house resources. We wanted to make sure we put out a fixed KW Worldbuilder and i'm very happy we got to that. I would also still like to release a massive KW Art Asset Pack and will work towards that in the coming few weeks. As for an SDK, I don't want to give an absolute "NO" yet, but for right now, its not being worked on. We simply have too many other projects and priorities, including a second KW patch, and we need to make sure we put all our best resources against those. Thank you for understanding and I apologize we cannot make this happen right now for a KW Mod SDK.

-APOC




And yea, I don't have much to add, except that we'll see this same drama with Red Alert 3 expansion. If these tools doesn't get into the very first patch of the game, expect the expansion to use an old code that doesn't feature them either.

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sat Oct 04, 2008 4:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Well...at least they are making SOME progress...

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Sat Oct 04, 2008 7:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Not gonna mod RA3, so I´ll not judge on that...

It´s getting tiresome though that TW/KW people have to piece together almost every information about the situation of these games. There were more than a dozen enquiries on the status of the KW Art Asset Pack that I know of and none was answered. Now even though this isn´t much info presented here, it at least shows that contrary to what it seems, they haven´t forgotten about it. However, with neglecting their KW and modders forum (seriously, when was the last time that someone of the EA guys posted there?) it will again be difficult to get this information to those that actually care.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sat Oct 04, 2008 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's looking like the future of modding CnC is bleak in total. If RA3 doesn't do it (seeing as how KW doesn't) then it's over for mods.

Guess we better start badgering Pd to hurry up on Ares.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Oct 04, 2008 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, cause it's a proven fact that annoying the developer makes him work faster.

(And ha-ha, KW modders, sucks to be you.)

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Oct 04, 2008 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

they need that song from avenue Q...
And EA mod support is never great, like the whole MOH airborne thing.

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Sat Oct 04, 2008 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

my Prediction is RA3 will be built on C&C3 and only have 3 sides and the mod sdk will be very similar.

the thing i dont understand is why thay have so much trouble with the world builder thay are acting like thay had to make it from scratch when it is one of the first tools you need to make.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Oct 04, 2008 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
Yeah, cause it's a proven fact that annoying the developer makes him work faster.

(And ha-ha, KW modders, sucks to be you.)

Well thanks DCoder Rolling Eyes

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sat Oct 04, 2008 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

well if they have staff problems how about they let a few of our accomplished coders access to the source code and help out EA's coding b!tches

EDIT: Another thing Everyone has been acting like the worlds going to end when and if ea stops mod support. Westwood/EA never gave ANY mod support, unless you count FA2, until Renegade And the Community broke into the mixes using thier own resources and then found a way to make their own. There is no reason why we can't do the same with the latest series of cnc games.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sat Oct 04, 2008 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Huzzah for DCoder, always the snarky bastard he is. :3

SomeGuy[YR:SF] wrote:
It's looking like the future of modding CnC is bleak in total. If RA3 doesn't do it (seeing as how KW doesn't) then it's over for mods.


...No, it isn't. EA/WW, as OC said, did chickenshit up to FA2. We've been modding them since before RA2 was released. What's stopping us from cracking their files, again? Hm?

Typical "we're workin on it" bullshit, tbh.

edit: Holyfuckingshit "shit" is uncensored. Very Happy

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Oct 04, 2008 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

ORCACommander wrote:
Another thing Everyone has been acting like the worlds going to end when and if ea stops mod support. Westwood/EA never gave ANY mod support, unless you count FA2, until Renegade And the Community broke into the mixes using thier own resources and then found a way to make their own. There is no reason why we can't do the same with the latest series of cnc games.

WW did at least their best to fix bugs and balance the game Rolling Eyes I've never seen a WW C&C where AAA could fire at ground units before any patches (in example) Confused
On a lighter note, I found this:

We don't want to end up like this now would we Wink

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Oct 04, 2008 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well... if you do end up like that your the greatest homage of all time. #Tongue

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Oct 04, 2008 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
WW did at least their best to fix bugs and balance the game Rolling Eyes I've never seen a WW C&C where AAA could fire at ground units before any patches (in example) Confused


At least the latest games doesn't come with a president that, once mind controlled and placed inside an IFV, gives it superpowers. Rolling Eyes


Once games get more complex, it doesn't really matter the studio, it always comes with a bunch of stupid bugs.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Oct 04, 2008 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

The president thing was deliberately coded and he wasnt supposed to be on maps anyways. Are there any stock maps with him?

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DeeZire1
Guest




PostPosted: Sat Oct 04, 2008 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is just EA letting you down gently.

It's a political way of them saying 'sorry guys but we will not be supporting the editing community in the future so we will be reducing the support for, and resources allocated to, that gradually over time'.

Because they cant make money off mods, and they dont want people using up installations, reinstallations through the use of mods now do they?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Oct 04, 2008 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

assholes, Valve supports mods and it got them counterstrike, Team fortress and a whole load of other quality products with a ready market. EA cater to idiots who want to think they're clever because they can click faster...

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Oct 05, 2008 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
Dutchygamer wrote:
WW did at least their best to fix bugs and balance the game Rolling Eyes I've never seen a WW C&C where AAA could fire at ground units before any patches (in example) Confused


At least the latest games doesn't come with a president that, once mind controlled and placed inside an IFV, gives it superpowers. Rolling Eyes


Once games get more complex, it doesn't really matter the studio, it always comes with a bunch of stupid bugs.

Since when can you put mind-controlled units inside transports?
Anyways, you guys know how I think about it. And if not, check my signature and avatar...

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Hotcakes
Guest




PostPosted: Mon Oct 06, 2008 6:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
At least the latest games doesn't come with a president that, once mind controlled and placed inside an IFV, gives it superpowers.


Once games get more complex, it doesn't really matter the studio, it always comes with a bunch of stupid bugs.

Banshee you're forgetting that that wasn't WW either - in fact, it was the same stuido house working on current C&C titles.

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TX1138
Jumpjet Infantry


Joined: 18 May 2007
Location: Australia

PostPosted: Mon Oct 06, 2008 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
it was the same stuido house working on current C&C titles


No, it wasn't.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Mon Oct 06, 2008 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

DeeZire1 wrote:
This is just EA letting you down gently.

It's a political way of them saying 'sorry guys but we will not be supporting the editing community in the future so we will be reducing the support for, and resources allocated to, that gradually over time'.

Because they cant make money off mods, and they dont want people using up installations, reinstallations through the use of mods now do they?


This is a logical decision from a corporate and a business standpoint, but not a moral one. The world revolves soley around money.

This is good in a way because then the modding communities will remain home grown as its always been. You wouldn't want then to make it easy for us now would you:P

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