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Attacque Sup?rior Livestream by Hecthor Doomhammer

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It's been over a year since Graion Dilach and I last were in a stream together, showcasing his mod for Yuri's Revenge, called Attacque Sup?rior.
A lot has happened since, most notably the move from Ares and the YR engine to the OpenRA engine.

This upcoming Saturday, February 13th 2016 at 19:00 GMT Graion Dilach will once again join me on my channel on twitch as we will be showcasing the first playable test version of Attacque Sup?rior.
We will discuss the changes as well as see if the Fan Favorite match will end as it usually does.

I present a nice countdown
And I hope to see you all then!

ShockWave is back and kicking!

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Hello Shockwave Fans,

Roughly a year ago we made an announcement of one last update for ShockWave being in the works to celebrate its 10th anniversary.
Unfortunately some issues with Rise of the Reds development caught up with us. This unfortunately forced us to delay all of this much longer than we initially wanted.

Thankfully, this is no longer the case, and I'm happy to say we have been actively working on improving this old mod by fixing bugs, addressing age old balance issues as well as adding a few cool new things.
One of these things we can show off right now is the new, modified Toxin Jarmen Kell available to Dr. Thrax:



Unlike the old version, he no longer creates toxin puddles on impact, but rather any infantry killed by him will melt into a puddle and create some toxic clouds that linger in the direct area.
Any other infantry killed by these toxic clouds will create even more toxic clouds with the possibility of triggering a chain reaction just like the Virus Sniper did in Red Alert 2: Yuri's Revenge.

More cool features and improvements are in the works and we will be posting them here and on other media so keep your eyes peeled for more updates!

Also this upcoming Sunday, Hecthor Doomhammer will be mixing up his usual streaming schedule by streaming the first livestream of our internal version of ShockWave.
He will be joined by Generalcamo and myself. In addition to the new Toxin Jarmen Kell, there are a couple of other things that are in the internal version that haven't been announced yet, but could be showing up in the stream.


Countdown untill the stream starts

? ? ?

CnCD2K 2.8.6 has been released.

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The version 2.8.6 of CnCD2K is now available online. The Order of the Pets, one of the factions of this mod that is not directly related to Dune 2k, has received a new campaign mission. But the greatest reinforcement of this mod is a new faction called GLA. You may know it from Generals as Global Liberation Army. This time, however, they have airfields and a couple of MiGs to play with. Here's the full change log:


Quote:

Added CotP Mission 6 - Operation: No Way Out.
Added 3 new maps.
Added new main loadscreen.
GLA is now available in skirmish. Most of buildings uses other sides' artwork and some subfaction specific units are still missing.
Added cameo for German Leopard Tank AA Upgrade.
Added cameo for yuri Helipad.
Added GLA Aircrafts, MiG-15, MiG-19 and Su-20.
Added GLA Airfield, Reinforcements Pad and Radar Tower.
Added new artwork to GLA Coal Plant and GLA Sniper Tower.
Fixed GLA Heli-Carrier cameo isn't shown.
Did some touch-ups to Daz's Generals Conversion Pack voxels. They now looks darker and less pixelish.
Added 2 new gamemode. No Support Power and No Radar SW.
Some fixes on RA2/YR Missions.



And here's a video with the new mission:






Head here to download this version of the mod and discuss it at its Official Forums at PPM.

Rumors and progress on new "Command & Conquer" games.

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If you've recently visited our friends over CNCNZ.com, you might have seen a news post speculating about an upcoming Command & Conquer game from a EA mobile division, based in a job listing post, informed by Cypher.

Quote:
Come and join an exciting team that?s redefining mobile development at EA. Collaboration, gameplay and rapid iteration are what makes us tick as we push to innovate on one of EA?s beloved IPs to be a top 5 grossing mobile title. Our team is growing fast and we?re looking for the most talented and creative people who are inspired by our mission and fit well within the spirit of our culture. Nothing gets us more charged than the opportunity to deliver an awesome players first game experience that lets our team do something that?s never been done before at EA Mobile. Come and see for yourself, the future is here.


EA Mobile is seeking an exceptionally skilled and enthusiastic Combat Designer. In this role you must own the creation and gameplay balance of all content and systems pertaining to combat. The ideal candidate has a proven track record designing and balancing various combat units, special attacks, powers, and combat structures. You have a thorough knowledge of game design theory and tools pipelines, telemetry and data analysis and interpretation. You possess strong leadership skills and production sensibilities. You have the talent to produce and implement the highest quality work. You want to take risks, to invent, and are driven to make the best games in the industry.


And moving down a little bit we have:

Quote:
Preferred Qualifications

? ? Experience designing combat systems for Real-time Strategy or RPG games.
? ?Multiple shipped titles, ideally on Mobile platforms.
? ?Experience in game programming or LUA scripting.
? ?Experience designing, implementing and managing large numbers of game assets such as player abilities, units, or items.
? ?Experience working on games in a live-service environment.
? ?Experience designing content and systems for F2P games.
...




To complete this information, according to what was posted on CNCNZ.com, the boss would be Jim Vessela, who was a producer on Red Alert 3 and some other C&C games. However, CNCNZ.com clearly states that this is a speculation and the game in the job listing post could be related to other EA IPs. It could even be Star Wars or another type of game, such as an RPG.

If you remember the last official under development real time strategy Command & Conquer game, the announcement above could make sense as an upcoming Command & Conquer game. EA was already trying to create a Free To Play Command & Conquer game that would work in a live-service environment. That game would rely a lot on online platforms and stimulate people to either play it like a freak (farm for days) to unlock new factions and bonus that could compromise the balance of the game under some circumstances. Instead of wasting your time farming, you could pay real money for it (money would be their ultimate objective, of course). Their virtual money would allow them to sell items to anyone in the world under their own regulations and avoiding taxes in many countries due to their outdated fiscal laws. Extensions and "new games" would arrive as downloadable content (DLCs), which would free or paid, and it sales would be restricted to Origin (that belongs to EA, of course). The way the game relied on EA servers to run everything (even single player AI) makes modding not viable at all (client machine no longer process the game), not to mention that would serve as an excuse to roll out premium services for those who paid monthly rates for it.

I'm not surprised if that this mobile game follows this direction, regardless if it is a Command & Conquer game. But be aware that EA already has some experience with Command & Conquer RTS games on mobile platforms. Perhaps, the best of them is the Red Alert 3 port to iPhone as seen in the video below:








Bringing the gameplay experience of a RTS game to a touchscreen mobile interface is a complicated mission. You need to take into account a lot of things, specially the following user actions:

- Map scrolling: Scrolling the screen with touch screen devices nowadays is an easy mission. Carefully touch your finger in the screen, move it and then stop touching it. The problem is the precision of your scrolling in the battlefield. If you just violently scroll like you could do to browse a site faster, you would end up in the other side of the map. I think it is possible to calibrate it to allow slow scrolls, fast scrolls and to use the map to click reach other parts of the map.

- Unit Selection: Depending on your size screen and the size of the units in this screen, the precision to select the units that you desire may become a headache to the user.

- Issuing Orders: Ordering a unit to kill another may not be as hard as it seems, bit when you miss a keyboard, customizing this order might be hard. What if you want a unit to force fire something? Or just patrol or guard an area? Or just to kill one infantry that is inside a huge group of soldiers? I.e.: If you have a Yuri in the middle of a bunch of conscripts, you'd certainly focus your fire on the Yuri, who is more dangerous than the other units? Lack of precision here can be a headache under these circunstances.

- Building/Unit Construction: Sidebars take a big part of the screen. Andf considering that you need some precision to touch your finger in the correct icons, you'll surely use a big part of your screen for it. But there are other challenges: How do you cancel orders? Is it practical to select buildings to issue exit waypoints in a touchscreen? Would the touchscreen precision be acceptable when switching between the production tabs from production facilities of the same type (i.e.: switching between the productions of multiples barracks)?



My personal opinion on how to deal with this matter is that a mobile RTS game interface should be focused on teams. Let's say 5 teams, to not overload the interface, where it could be distributed as 2 defensive teams, two offensive teams and one for random missions. The button that allows the users to select these teams could be exactly as seen in the iPhone Red Alert in the video above, although there are only 3 teams there. But the use of these teams could be different, specially when constructing units. If you have one of these activated and you choose to build infantry or tanks, these units would automatically join this team once they are built and they could move towards this team, to get together with them. To change teams of a unit, drag and drop them to another team. Double hitting a unit would select all units of that type on the screen (which could be dragged and dropped to a team) and a triple hit would select all units on the screen, using the screen instead of a dotted square as selection box.

Issuing orders should be restricted to conquer a region. So, click to select a team and click in a region to conquer it. If units stay together with a team, you wouldn't need guard orders. To prevent certain enemy buildings from being destroyed by your units, if you wish to conquer them, you'd need a team with an engineer to issue an order to conquer that building before a team of yours conquer that building. The implementation of these ideas require a smart automatic micro-management solutions that would deserve another huge post to get in details with.

The construction of buildings should be similar to what the Soviets do in Red Alert 3. I mean, you choose the building and place it before it constructs. But it will only appear in the map after the construction is finished.

And the remaining detail is that this unit and building constructions, orders, etc should be queued by default, with buttons to cancel the build queue or the order queue for the current team.



But rather than expect EA to do this for us, I've seen the future. A great tiberium future and ore future as well: we have to consider that there is already a great public engine that is evolving a lot recently called OpenRA. It is free to play, online and offline with an unlimited mod support. Tiberian Sun and Red Alert 2 support for it is getting better and the videos below shows two mods for it that uses the Tiberian Sun and Red Alert 2 features from OpenRA. Check it out:


Shattered Paradise (Tiberian Sun based mod for OpenRA):





Attaque Sup?rior (Red Alert 2: Yuri's Revenge based mod for OpenRA)


OpenRA Tag Team Tournament

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Welcome back commander!



Our tournament officials has been hard at work organizing another OpenRA Tag Team Tournament! It will run March 5&6 and March 12&13 (on saturdays and Sundays). Thanks to the featured casters and the Gamereplays.com crew, there is a $200 pool to be split 80%-20% for first and second place respectively!
As an added bonus, the winning team will be receiving a game on Steam (2 copies of the same game) by me.
Each team will fight sets of 1v1s and 2v2s for each bracket match. Brackets will be arranged randomly.

The tournament will be casted by FiveAces on his Youtube Channel and SoScared ( Twitch Channel ) and myself on my Twitch Channel starting on Saturday March 5th 2016 at 13:00 GMT ( Countdown )
SoScared will not be streaming on his channel, but will join in as co-commentator.

The tournament will be according to Tag Team:
teams of 2 guys
guy 1 from team A fights guy 1 from team B in a 1vs1 (1 point)
guy 2 from team A fights guy 2 from team B in 1 1vs1 (1 point)
Team A teams up against a teamed up Team 2 in a 2vs2 (2 points)
If the result is a 2-2, another 2vs2 will be held to decide the winner

Entries close on March 2nd, 0:00 UTC so be sure to register now! You may register and find more information here

Twisted Insurrection feat. Frank Klepacki

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We, the Twisted Insurrection team, are thrilled to unveil this new track, a remix of Space Echo by none other than Frank Klepacki himself! Frank Klepacki is the mastermind behind the majority of the C&C music selection, among many other games and projects. He has released his new album, "Digital Frontiers", check it out and buy it here.




This new track will be included in future builds of Twisted Insurrection and in the future Twisted Insurrection OST Vol. 6 download. This version will not replace the original song, it is another new addition to be selected in-game alongside the original version, enjoy!

While we are making a news post, I can show off some of the other bits and pieces that we've been working on. TI is currently undergoing a lot of polish and performance enhancements to help reduce lag (so far, so good), but there are a good number of graphical additions being made by myself and other staff members, for example, here is the new awesome cinematic by Henskelion.




Next up, I spoke a while ago about adding some new life and more character into the custom client themes rather than the old boring hue-shift that the current public version uses. This week I have produced a new and more unique theme for all factions and added some overall improvements to the default theme. Check them out!



And last but not least, Rampastring's client sees further improvement and new features with the latest additions to the multiplayer save game feature! Help prevent re-connection errors or games running long from ruining your fun by gaining the ability to save multiple files of online games!



Thanks for taking the time to check out the update and we hope you enjoyed it! We've got the ball rolling again so you can expect to see some more updates coming in the near future.

Upcoming server maintenance

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Hello everyone. I'm back from my trip and I know that I have a lot of challenges to keep PPM running now. First of all, since the day I've left (february 21st), our lovely captcha decided to fail. I still don't know the reason. I'll try to figure out. Anyway, this is not allowing new members to register here and guests to download certain files. It is of our best interest to fix it as soon as possible, even if I have to replace this captcha with another one.

To make things a bit worse, I've just got an email informing that PPM, Revora and other sites in this server will go temporarily offline soon for maintenance. Here's the email from Phil about this issue:


Quote:
Hello all,

because the primary hard drive of our server appears to be failing, our hosting company is going to replace it.
This means up to 24 hours of downtime (hopefully less) starting at around 12:00 Central European Time (UTC+1) on Tuesday, 8 March 2016 (tomorrow).

The hosting company will swap out the drive and attach the old one via USB for me so I can copy all the data onto the new drive. If all goes well we will be back up and running with a new drive and all our data intact by Wednesday.




So, bear with us and be a bit patient. Sorry for any inconvenience.

We are almost back....

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Welcome back, commander. It would be a sad error in judgement to mistake PPM for a corpse. We are back from the downtime announced yesterday and we have also installed ReCaptcha for big downloads, registering new accounts and guest posting in the forums. So, if you wanna join the forums, you can now do it again. So does the spam bots as well, although these will be hunted to death.

Anyway, we have an 'almost' in the title of this news, because we will have another downtime. But this one will be much quicker. It should happen in a couple of hours after this news is posted. Here's the original words from Phil, network leader from Revora on this next downtime:


Quote:
Hello again,

thankfully, after 12 hours of mild anxiety, it appears the copy operation worked as planned. We?re back up and running without any data loss!
There will be one last scheduled shutdown and short downtime on March 9 at 10:00 am CET to remove the old hard drive and that should be it.

I noticed a few MySQL tables were marked as crashed, probably because our hosted did a hardware shutdown before replacing the drive. I?ve fixed those that I saw in the logs, but if there are more issues, please let me know.

Phil




Anyway, this next downtime won't affect our data. So, if things are working fine now, they'll work on the old hard disk is removed from the server. Once again, sorry for any inconvenience and thanks for your patience.

JSDF defences

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D-day once again returns to Japan but this time for their post-war sub-faction the JSDF and their new defensive structures.

To see more information and photos of these guns click on the images to go to their Wiki pages.

M40 106mm




In 1944 the US Army developed their first recoilless rifle the M18 57mm, impressed with the design work started on larger 75mm and 105mm versions. The M20 75mm was deployed in the closing days of the war but the T19 105mm was still in development when the war ended and was soon after cancelled. With the outbreak of the Korean War the M18 57mm and M20 75mm recoilless rifles struggled to penetrate the armour of the North-Korean T-34/85 tanks, so work on the larger 105mm version was restarted and the T19 was rushed into production as the M27 105mm in 1950. Once deployed into the field it was found that that the M27 suffered from reliability problems and several other issues, so work on an improved version was started. By 1952 all the problems had be resolved and the M40 106mm was put into production. The M40 was called an 106mm weapon but it was really 105mm, this was because the ammunition for the M27 & M40 looked nearly identical but was not interchangeable between the two, so to help differentiate them the M40 and it's ammunition was classified as 106mm. The M40 went on to became the standard anti-tank weapon of America and it's allies, the M40 has also been mounted on many different vehicles ranging from Jeeps to tanks.


Bofors 40mm L/70




During WW2 the Bofors 40mm L/60 was the standard anti-aircraft gun of the Allies, being used on land, sea and air. With the advent of the jet age at the end of the war the venerable Bofors started to struggled with the increase of aircraft speeds. To combat this Bofors designed a new version with a longer 70 caliber barrel, an electrically powered carriage and a new lighter and more powerful ammunition. These changes nearly doubled the range and rate of fire of the weapon and in 1953 replaced the L/60 model as the standard Allies/NATO weapon system. The Bofors 40mm L/70 was also bought by many different countries around the world and is still in widespread use today.


M1A1 155mm




At the outbreak of the war in Europe the standard American 155mm artillery weapon was the ageing M1918 155mm which was built during WW1, with the threat of war looming a replacement was desperately needed. Work on the new 155mm weapon was completed in 1941 along with a 4.7-inch gun which used the same carriage design. In 1942 it was accepted at the M1 155mm and fought throughout WW2 on all fronts. It continued to serve with the American army in the Korean war and then the Vietnam War, eventually being replaced in 1978 by the M198. Over 10,000 M1, M1A1 and M1A2 where built during its 12 year production run and was sold to 35 different countries around the world, some of which are still using them today.

Generals - Shockwave Release

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With the announcement of Shockwave's upcoming patch release this upcoming Wednesday, march 16th 2016, I will be holding my regular Friday stream with 2 hours of regular games and what comes after that with songrequests, with Shockwave on my channel on Twitch this upcoming Friday, March 18th 2016 at 19:00 UTC

From March 16th you will be able to download the newest patch, which will have SWRnet support (no need for Gameranger, Hamachi etc any more) right here

Due to the fact I work in the evenings for me, I will not be streaming Shockwave any time sooner than that.

Here is the countdown to when the stream will start
Hope to see you all then!

Tiberian Sun Client updated to 4.06

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A couple of days ago, on March 10th, ^Rampastein has announced the release of the version 4.06 of the Tiberian Sun Client.

For those who are not aware of it, the Tiberian Sun Client is a package of Tiberian Sun in steroids for those who are being introduced to the game. It includes Tiberian Sun and Firestorm campaigns with full motion videos, new skirmish options like in the screenshot from an older version showed below, several bug fixes that used to be featured on Aro's Tiberian Sun: UMP, additional community maps, FinalSun with new features, among other things. It's an excellent start for wannabe Tiberian Sun modders.



This screenshot from a previous version of the Tiberian Sun Client shows some additional skirmish options.



Anyway, here's the changelog from the newest version:


Version 4.06 (March 10, 2016):
  • Fixed: CABAL was allied to you in the last Firestorm Nod mission (Credits: Bittah Commander)
  • Fixed: CABAL's Firestorm Wall didn't activate in the last Firestorm Nod mission (Credits: Bittah Commander)
  • Fixed: FinalSun's Houses menu didn't work (Credits: Bittah Commander)
  • Fixed: The "Destroy trigger" map trigger action no longer crashes the game when the trigger to be destroyed is the last trigger on the map's internal list of triggers (Credits: AlexB)
  • Fixed: The CnCNet Client crashed when a game was completed if you weren't the host and the game host had left the game before you returned from the game (Credits: Rampastring)
  • Fixed: The "New Campaign" button had a bad hover-on texture that made the text appear smaller when you moved the cursor over the button (Credits: Rampastring)
  • Fixed: Extra factions can use their own speech files and sidebar graphics now (Credits: Bittah Commander)
  • Fixed: The update status text is no longer black (Credits: Rampastring)
  • Fixed: The "Cheater!" dialog now displays a facepalm image instead of a big pink square
  • Changed: The in-game menu slide animations have been restored (Credits: Bittah Commander)




And that's it. Head to this topic from our forums for further information about it and download. Have fun, in the name of Kane!

CnCD2K 2.8.7 has been released.

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The version 2.8.7 of CnCD2K has been released recently. The Order of the Pets, one of the factions of this mod that is not directly related to Dune 2k, has received new campaign missions and the GLA (Global Liberation Army) has received some reinforcements. Here's the full change log of this version:



Quote:

? ?Added CotP Mission 7 - Operation: Freedom.
? ?Added cameo for Soviet Propaganda Tower.
? ?Added South African Toxin Turret.
? ?Added new maps. Symetry Sickness (2) and Ore Gardens (2-Cool.
? ?Added Ukrainan Rebels' Stealth Generator.
? ?Updated Ares.dll to 0.B RC1.



And here's a video with a new mission:







Head here to download this version of the mod and discuss it at its Official Forums at PPM.

Twisted Dawn Nod campaign progress from Twisted Insurrection

Mental Omega News Bulletin #22

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Silent but not inactive, we've been working on new features for Mental Omega and have begun integration with the current version of CnCNet. More news on that later though, as today we'll dive into the latest additions to the arsenal in?Mental Omega, including new?Foehn equipment. I post more frequently on Twitter so follow me if you want to stay posted.
?
Oh, did you miss it? The new side's name is The Foehn Revolt. Why? You'll learn in the campaign.
?

You might already know World Beyond if you searched for the full version of the music we used in the Side 4 Reveal Trailer, The Remnant. Vladimir Kuznetsov returns with yet another great piece of soundtrack, a tribute to the Command & Conquer: Red Alert series - The Last Line of Defence. This song will also appear as a part of Mental Omega's?Foehn Soundtrack, who, just like the three original sides of the conflict, have their unique soundtracks in our mod. More songs will be revealed in time. Give?other World Beyond tracks a listen in the meantime.
?




We have recently posted News Bulletin #22 in which we present new units for all 4 sides in the mod, including a new Future Tank, Alanqa Skystation, a remake of the Red Alert 3's Cryocopter and Dybbuk-Evolver.



Visit MentalOmega.com to see MOre pictures and read about the latest additions to the arsenal.

New Addition to Twisted Insurrection OST

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There are quite a lot of new tracks in the works for Twisted Insurrection as of this moment, the first one of these tracks to be complete and put in-game following the 'Space Echo' [Frank Klepacki Remix] and 'Act on Insurrection 2.0' is this, 'Disturbance', which also replaces the old and obsolete score 'Sandstorms'. This new piece was composed by TI staff members Bobisfaction and Swirekster.




While we are making a news post, here are some additional screenshots to make it a little more interesting. Enjoy!Smile



CnCD2K 2.8.8 has been released!

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The version 2.8.8 of CnCD2K has been released recently. The campaign from the Order of the Pets, one of the factions of this mod that is not directly related to Dune 2k, has received some editions to use some aditional drones. The AI has been improved considerably to use some side specific units. Here's the full change log of this version:



Quote:

Tweaked CotP Missions to include Flak Drone and Repair Drone.
Improved AI.



Head here to download this version of the mod and discuss it at its Official Forums at PPM.

8-Bit Armies, from Petroglyph Games

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It seems that Petroglyph Games, the authors of Grey Goo are working on a new real time strategy game called 8-Bit Armies. It is still work in progress, but it seems to be developed enough to get a Steam page of its own. Check the video and tell us if something on it rings a bell in some way:







Quote:
A Blast from the Past
8-Bit Armies is a classic, C&C-style Real-Time Strategy PC game. It's our most fast-paced, friendly, and accessible RTS game to date. Featuring offline single-player missions, co-op mode, skirmish, and PvP multiplayer modes running on dedicated servers.

Initial release includes:

? ?25 offline campaign missions
? ?10 co-op missions to play with your friends
? ?10 multiplayer/skirmish maps that support up to 8 players online
? ?AI with multiple difficulty options to play with cooperatively or fight against
? ?Classic Base-Building mechanics let you construct the ultimate HQ from which to launch attacks against your foes
? ?Destructible environments on maps ranging from small to very large
? ?Easy to understand modern military units and structures lets RTS beginners jump right in
? ?From the same team that brought you RTS classics such as Star Wars: Empire at War, Universe at War, and Grey Goo


8-Bit Armies is for anyone that enjoys RTS games, or felt overwhelmed by more serious games. With hours of solo and co-op gameplay included, there's something here for everyone!



And for those who are wondering about modding for this new game, here's a quick answer:


Quote:
Question: Are there any plans to introduce modding tools or a level editor?

Answer: Yes, we have plans to release the tools sometime after launch. If the demand is there, we'll definitely provide them. We know how important it is to get players building and sharing content for the game. Right now, our focus is on a great core game first.



I won't be surprised if what they are calling 'tools' will be just a map editor with, at the best of the possibilities, the ability to add custom civilian buildings on it.

Ares 0.B has been released!

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AlexB has released the latest version of Ares. The 0.B release was a smaller one, but it still has some interesting features such as:

- The prerequisite system has been expanded to support units for every Generic Prerequisite Group,
- Ammo and weapon reloading has been made a bit more customizable,
- Self healing is also more customizable,
- Spy effects for stealing super weapons,
- Spy effects on Fake structures,
- Allowing medics to use deploy functions,

And a few bug fixes as well.

Here's the words from AlexB explaining some of these changes:

AlexB wrote:
Yuri's Revenge had a special logic to handle the Slave Miner, so the undeployed vehicle version also satisfied the refinery prerequisite. This logic has been extended to all Generic Prerequisite Groups and extended to not only support more than one item but also support infantry and aircraft.

Weapons may now require more than one round of ammunition to be fired, or none at all, and units can reload custom amounts of ammunition when reloading, also depending on whether they still have ammo left. The reload rates can now be customized for each individual aircraft, allowing for easier balancing of aircraft armed with few powerful missiles and aircraft armed with weaker machine guns with plenty of ammo.

Spies can now steal the plans for super weapons, which then will become available either permanently or for single use. Also spies can reveal how much power or money a player currently has. As a classic defense, Ares also now allows to recreate building fakes known from Red Alert, which is a purely cosmetic feature.

A few minor features and bug fixes complete the release. For instance, self healing is now customizable to recreate Mammoth Tanks from Tiberian Dawn, warheads can now be made to damage units in the air even if detonating on the ground, and waves will now get interrupted if the target moves out of firing range.




Happy Modding!

Website: http://ares.strategy-x.com/
Announcement: https://launchpad.net/ares/+announcement/13911
Download: https://launchpad.net/ares/+download
Documentation: http://ares-developers.github.io/Ares-docs/
Ares Forum at PPM: http://www.ppmforums.com/index.php?f=875

Upcoming Command & Conquer: Tiberium.

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Apparently, according to news posted in severalmedia sources, Electronic Arts is working on a new Command & Conquer game named Tiberium, according to the leaks from EA Play 2016. There isn't any information about this game, although some of you may remind an old FPS game named Tiberium that was being developed 6 years ago and it eventually vanished after EA has lost millions of dollars with it. Anyway, here's what ?one of the linked sources above says about the upcoming Tiberium:

Quote:
Lastly, EA will reveal Command & Conquer Tiberium. This will be a new entry in the Command & Conquer franchise, and will be coming to all consoles including the NX. Nothing is known about this game yet, so this could either be a glorious new entry in the war series or a burning pile of turds that was the free-to-play Command & Conquer.



Anyway, we'll be watching it.

Tiberian Sun Client updated to 4.06

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A couple of days ago, on March 10th, ^Rampastein has announced the release of the version 4.06 of the Tiberian Sun Client.

For those who are not aware of it, the Tiberian Sun Client is a package of Tiberian Sun in steroids for those who are being introduced to the game. It includes Tiberian Sun and Firestorm campaigns with full motion videos, new skirmish options like in the screenshot from an older version showed below, several bug fixes that used to be featured on Aro's Tiberian Sun: UMP, additional community maps, FinalSun with new features, among other things. It's an excellent start for wannabe Tiberian Sun modders.



This screenshot from a previous version of the Tiberian Sun Client shows some additional skirmish options.



Anyway, here's the changelog from the newest version:


Version 4.06 (March 10, 2016):
  • Fixed: CABAL was allied to you in the last Firestorm Nod mission (Credits: Bittah Commander)
  • Fixed: CABAL's Firestorm Wall didn't activate in the last Firestorm Nod mission (Credits: Bittah Commander)
  • Fixed: FinalSun's Houses menu didn't work (Credits: Bittah Commander)
  • Fixed: The "Destroy trigger" map trigger action no longer crashes the game when the trigger to be destroyed is the last trigger on the map's internal list of triggers (Credits: AlexB)
  • Fixed: The CnCNet Client crashed when a game was completed if you weren't the host and the game host had left the game before you returned from the game (Credits: Rampastring)
  • Fixed: The "New Campaign" button had a bad hover-on texture that made the text appear smaller when you moved the cursor over the button (Credits: Rampastring)
  • Fixed: Extra factions can use their own speech files and sidebar graphics now (Credits: Bittah Commander)
  • Fixed: The update status text is no longer black (Credits: Rampastring)
  • Fixed: The "Cheater!" dialog now displays a facepalm image instead of a big pink square
  • Changed: The in-game menu slide animations have been restored (Credits: Bittah Commander)




And that's it. Head to this topic from our forums for further information about it and download. Have fun, in the name of Kane!
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