The community Mod SDK for Kane's Wrath. Also contains a viewer for packed and compiled files.

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If you have problems or found bugs then please use the forum here or here, not the comments! Thanks.

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8 comments by Megumi on Aug 22nd, 2012

As with one of the latest version we created a fork to work on a completely new engine to drive the Mod SDK. WrathEd 0.x and 1.x was still pretty much experimental and was built for easy extensibility of the game definitions per xml.
2.x will feature a new attempt which should result in lower loading and compile times. Some of the algorithms have been rewritten to speed up loading of original game files, which were also implemented in the latest public version and made these actions 10 to 50 percent faster, depending on machine and file.
For 2.x I also added better configuration files that allows for much easier customization of settings. The user can now select where WrathEd should save the files it creates instead of dumping them into Documents\WrathEd. In addition a log will finally be implemented that gives better overview in case of an error. Error messages themselves will be trimmed down so the user just gets shown what he needs to know, everything else will be in the log. Another feature that was heavily missed in older versions were hot keys. These are now fully integrated.

In addition to all these changes we are currently focusing our efforts to create the first real Apt Editor to create custom screens more easily in an environment that also gives you a preview. It will also feature the scripting used. Though it will be a low level variant at first we will try to implement an editor that shows you the high level action script and gives you the ability to also write new script in that high level language.

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Global Conquest - Secondary Objectives Disabler

Global Conquest - Secondary Objectives Disabler

Nov 25, 2009 Patch 32 comments

Disables the secondary objectives in the Global Conquest game mode.

Post comment Comments  (0 - 10 of 380)
StealthIsKey
StealthIsKey Apr 14 2014, 6:29am says:

Can't wait to see the new UI and the new features:)

+1 vote     reply to comment
Megumi
Megumi Apr 12 2014, 4:41am says:

Btw the current state of WrathEd2 can be seen here: Github.com

+1 vote     reply to comment
StealthIsKey
StealthIsKey Apr 14 2014, 6:31am replied:

Oh yeah~ That's great!

+1 vote     reply to comment
egozi44
egozi44 Mar 16 2014, 7:54pm says:

Why there's no link for the last version of warthed? :(

I was able to get ver 1.04 but not 1.08 and such

also how can we extract things from the skudef files? I only can do it on big files but the buttons become unavailable when I open skudef :0

thanks

+1 vote     reply to comment
Megumi
Megumi Mar 22 2014, 2:56pm replied:

I am sorry, I had to remove the last version because the amount of bugs which were introduced by Bibber who worked on version 1.x while I was working on 2.0 were too serious to ignore. I didn't reupload an older version as at the time I figured I would be finished quite a bit earlier but rl made that impossible. There are mirrors on other pages like PPM which I would suggest to use.

Loading a skudef files will only load the streams, which is why direct extraction of files is disabled. (The extract function wont extract assets in any case, just copy/paste them, which is something which will change with version 2.0 but I don't have any idea when I will have the time to finish it)

+1 vote     reply to comment
egozi44
egozi44 Mar 28 2014, 3:57pm replied:

Many thanks I was able to get the last version

I'm a bit stuck about how to change the game building's radius and how to change the tibirum spikes (I was able to change only the one that at the worldbuilder data which only effected unofficial maps but didn't was able to do so for the rest)

there's any chances that you can help me with these two (radius and spikes) because these probably the only two things I don't able to find in warthed or know what commands to write in order to change them (such as the tibirum spikes in official maps)

I know you don't have time but I would really appreciate it if you could help me with these two block stones :0

for you it probably will be piece of cake anyway ;)

if you agree PM me

+1 vote     reply to comment
egozi44
egozi44 Mar 29 2014, 10:09am replied:

Actually you can ignore the Radius parts xD
Little olds me looked for it in the power plants and barracks xmls and didn't was able to find it to the point he thought that the radius is not located in the game objects, But then after testing with ver 1.00 of KW little old me recall that the power plants and barracks never gave radius to begin with xD

with that being said I was able to find the radius commands in other game objects building :)

so Now only the tibirum spikes are my issue

+1 vote     reply to comment
Megumi
Megumi Apr 3 2014, 5:29pm replied:

As tib spikes are located in the worldbuilder stream (which for the game is accessed by the map stream) you have to recompile every compiled map with the new tibspike in the xml :/ (or create a mod for the worldbuilder stream with the tibspike in it, and hexedit the map streams to reference the patched stream)

+1 vote     reply to comment
egozi44
egozi44 Apr 7 2014, 10:06am replied:

I was able to do it for the worldbuilder stream but have no clue how to do it for the rest, I was aware that I will need to replace each TS for each map (which will take some work) but didn't was able to do it at all, WrathED don't even want to make "data\maps" entry and don't have one in "build mod" bat to begin with, the "Build map" bat can do it but I have no clue how to make the changes I want with it, also I don't know how I can take the official maps from the game and edit them in case that it will be the only way to change the spikes... and it will probably in having double maps in the skirmish and MP maps :/

Do you have time to tell me what I need to do if there's any way to do these changes with the last warthed version at all?

thanks

I also want to redo some "bugfix"

(from the change log: "Units will no longer retain the mothership catalyst effect when transported through a wormhole" )

I tried everything I know but didn't want able to find a way to redo it (didn't find the xml that took over the one from 1.00 nor new one that may addressed and fixed this bug)

Do you have any clue where I can find it? thanks

+1 vote     reply to comment
someguy55
someguy55 Mar 19 2014, 3:21pm replied:

Here's a crash log when I try to open a TT skudef:
Pastebin.com

The new WE2.0 will support TW & TT skudefs right?

+1 vote     reply to comment
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Released Dec 31, 2011
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A gateway to infinite possibility.

Mar 3 2012, 11:20pm by Lionheart2

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