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  1. #1
    Major Zocom7's Avatar
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    WrathEd 1.05 Released

    According to the mod page: http://www.moddb.com/mods/kanes-wrath-mod-sdk, four updated download links are there (including WrathEd), but there has been no mention on what the new changes are. So if there are some new implementations, I would like to hear them.

    For the WrathEd 1.05 tool, download here: http://www.moddb.com/mods/kanes-wrat...s/wrathed-1052
    For the updated KW mod launcher, download here: http://www.moddb.com/mods/kanes-wrat...d-launcher-104

    Edit: It appears that custom sounds for new units as well as the custom menu image and changing the APT mod string defines are now working. However IDK why sound asset files are needed to be compiled and used when wav sounds are already present. Not sure about the "inherit" define yet.
    Last edited by Zocom7; 06-07-2012 at 01:39 AM.

  2. #2
    Lieutenant Colonel Lauren's Avatar
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    Bibber worked mostly alone on 1.5, while I am working on 2.0 that should enable me to get a few features that just aren't possible with the current version.
    As he doesn't use C# himself his additions rely on precompiled assets that get copied into to final files.
    inheritFrom is not possible pre 2.0
    I have no idea what you mean by custom menu image (if you're talking about the upper right logo of KW... that was possible since one of the first released versions), also I have no idea what you mea by "APT mod string defines"

  3. #3
    Major Zocom7's Avatar
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    Quote Originally Posted by Lauren View Post
    ...also I have no idea what you mean by "APT mod string defines"
    GUI and APT buttons/screens can be renamed with those mod string defines. For example, the "QUIT" button in the main menu was renamed to "Quit SampleMod".

    As a new suggestion, please add in a logging system (similar to the RA3 BuildMod Studio) for WrathEd 2.0 when compiling a mod so users will know what errors and warnings are recognized for the mod itself. Also include a save button for the log file after the mod compilation is completed.

  4. #4
    Brigadier General Commander32's Avatar
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    Quote Originally Posted by zocom7 View Post
    gui and apt buttons/screens can be renamed with those mod string defines. For example, the "quit" button in the main menu was renamed to "quit samplemod".

    As a new suggestion, please add in a logging system (similar to the ra3 buildmod studio) for wrathed 2.0 when compiling a mod so users will know what errors and warnings are recognized for the mod itself. Also include a save button for the log file after the mod compilation is completed.
    i agree.

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

  5. #5
    Lieutenant Bibber's Avatar
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    Quote Originally Posted by Zocom7 View Post
    GUI and APT buttons/screens can be renamed with those mod string defines. For example, the "QUIT" button in the main menu was renamed to "Quit SampleMod".
    That was already possible since the second version of the Mod Launcher was released.

  6. #6
    Lieutenant Colonel Lauren's Avatar
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    A log system is already implemented and it automatically saves up to 10 logs.

  7. #7
    Major Zocom7's Avatar
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    Quote Originally Posted by Lauren View Post
    A log system is already implemented and it automatically saves up to 10 logs.
    Is that in WrathEd 2 or is it in all versions of WrathEd? I couldn't find the log files for WrathEd after compilation. Where can I find them?

  8. #8
    Lieutenant Colonel Lauren's Avatar
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    Quote Originally Posted by Zocom7 View Post
    Is that in WrathEd 2 or is it in all versions of WrathEd? I couldn't find the log files for WrathEd after compilation. Where can I find them?
    In 2.0

  9. #9
    Major Zocom7's Avatar
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    Okay, I have been trying to add in new custom sounds to my new units (which worked successfully into KW), but I don't find this joyfully useful and it's a pain. I had to use sound asset files (and the original wav sounds) in order to work using C&C Asset Extractor to extract the sound files from my BMRT and STZOCOM mods (the split portion mods of KW Reloaded). All the coding paths are correct but the paths in each of the sound asset files had to be re-modified use to the path usage. It's quite odd on how Bibber did get the Mirage Tank sounds correctly in-game. Unfortunately, after a successful compilation, when I load my test mod, an error message popped out saying "Did you remember to build data?" and the mod exited.

    For WrathEd 2.0, if custom sounds are to be implemented, sound asset files should NOT be used when compiling a mod and instead must use original sound wav files.

  10. #10
    Lieutenant Colonel Lauren's Avatar
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    As said Bibber works on 1.5 which is seriously limiting for him. 1. He isn't well versed in the language, 2. he can't do changes to the source code.

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