Wednesday, March 21, 2007

EA promises serious Mod Support for C&C

Taken from the EA Official Forums....

It is our goal to match and exceed your modding capabilities which you've had with Generals, Zero Hour, and BFME based on the last MOD SDK release and simply that which the game allowed you to do. It would not be good to move backwards, right? Well, anyone who thinks we are because we now have XML instead of INI files and a new build pipeline is wrong.
The reason your load times are so incredibly fast in the game is because of the new build pipeline and the XML switch. We did a lot to the inner- workings of this game to increase performance from top to bottom. It was 100% necessary. Because of that, we have some understandable new challenges to keep C&C as the most heavily modded RTS period, and continue catering to you guys.

I've said this many times, modding is extremely important to me, to Mike Verdu, to Amer Ajami, and to the EALA studio. We've turned over a new leaf this past year with our first MOD SDK release and granted its not perfect, its certainly got a lot to offer.

We are absolutely committed to creating a new MOD SDK for Command & Conquer 3 and getting that in your hands in as efficient timeline as possible with our resources. Our development team is currently rotating on vacations now that the game is gold, we need some breathing room and a break after a long-hard project! But, work has already started on the SDK, and that simply means starting to analyze how we can open up the new build pipeline to you guys with something accessible and easy to understand.

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