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OpenRA Playtest 20160904 has been released.

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Hello everyone! Another Playtest version of OpenRA has been released today. The developers rely on players to thoroughly test the playtest builds to catch any bugs or balance regressions before the final release, so head over to the download page to try it out today! If you encounter a bug, or have any feedback, then please create a ticket on our Github issue tracker, find them on IRC, create a topic on OpenRA's community forum or at the OpenRA Editing Forums at PPM, or leave a message in the comments below.

A lot of work in this release has focused on improving its core engine technology and paying down technical debt. The first place you will notice this is the mod chooser, which now understands the various install disks and digitial distributions of the original games. It can now automatically find and install all of the assets used by the mods, including the full motion videos and the additional music tracks included with the expansion disks.



Because the devs have changed which assets are copied, all players will need to reinstall (or redownload) the assets for this playtest. These will be used for the future playtests and releases, so only needs to be done once.

The new FMV installation support has arrived just in time (some would argue far too late!), because this playtest includes 7 more campaign missions for TD and one new campaign mission each for RA and D2K. RA also includes three custom multiplayer missions that can be selected from the mission chooser (for singleplayer) or the multiplayer lobby (for cooperative play).

Other notable changes in this release include:


  • Improvements to unit pathfinding behaviour (less traffic jams around bridges and choke points!)

  • Aircraft in RA will now intelligently manage their reloading behaviour at airfields or helipads

  • New hotkeys and mouse bindings for moving around the map and producing units

  • Lobby options (such as crates and shroud) are no longer reset when switching maps

  • Improved UPnP support for automatically opening ports when hosting local servers

  • Fixes for a collection of common crashes that sneaked in to the last release (we're sorry about that!)

  • A collection of balance changes for RA and TD that were discussed and tested on the Official community forum

  • Many trait and Lua API improvements for mods and maps




Watch your back! They have taught the AI to use Engineers to capture tech buildings and enemy structures.
A controversial exploit allowing engineers to cancel production in the RA mod has also been fixed.



A new scoring system tracks many ingame actions, not just kills.
The redesigned score menu now also lists the spectators that are observing the match.



The developers have restored the ability for flame weapons to burn trees down to charred husks.
Try the playtest today to find all the other cosmetic improvements!

Check out the full changelog for more details, and head over to the download page to try it for yourself!

Please note that OpenRA now requires .NET 4.5 / Mono 3.2 or greater. Players using Ubuntu 12.04 or other Linux disributions that include Mono 2.10 can upgrade to a supported version by following the instructions on the Mono site. Players who are still on Windows XP will need to upgrade to a supported OS.

Work is steadily progressing on the official Tiberian Sun mod and the ?gen2? engine overhaul required to support it and other community-developed mods.



During this last release cycle the first step was completed (a year in the making) of a major project to support the per-pixel depth calculations required to correctly render the TS world. Gameplay advancements include finishing support for the EMP cannon and player-controllable Carryalls.

A lot of work remains on both the engine and gameplay fronts. Please understand that this is a long-term project, and it will not be completed any time soon with the current developer manpower. There are plans for making future development versions more accessible for testing, but because the project is developed by volunteers in their free time nobody can predict when it will be complete enough to include in an official OpenRA release.

Mercenary Factions & Unit Showcases (PP News #2 | 8/9/2016)

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People who follow Project Phantom at Facebook, Twitter or ModDB might have already noticed recently uploaded unit showcase videos on hero infantry and experimental (stolen technology) units.

Hero Spotlight Part 1



Experimental Weapons Test Part 1




Project Phantom website has also had an update in form of a page detailing the two, so-called mercenary factions in the mod - Fist of Titans and Crimson Crown.



Read the full newspost at projectphantom.net

Follow Project Phantom:

PPM is now 16 years old!

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Hello everyone! Today is the 16th anniversary from Project Perfect Mod. And yes, it's been 16 years since a naive idea for a new Tiberian Sun mod has evolved into a community that we are today (while the original mod was never finished), as we reported here and remind you everyyear.

However... unlike all previous years, we have no conditions to celebrate the date with something new to the site or any new feature in our projects. At least, not from me, due to deadlines from the doctorate. My situation there is complicated, which also explains my low activity with the news posts. Hopefully, things should improve once I'm done with it. So, yes, that's all for now, but if you feel you have some free time around, post in a reply below and kind of tribute that you can provide for this date and we may promote it in a special news with our belated birthday presents. So, please, contribute and let's make a happy ending for this story.


Oh, here's the cake:

Twisted Insurrection: End of September Newscast

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Hello everybody! First of all, it's good to be back! A lengthy hiatus from myself unfortunately meant that Twisted Insurrection updates weren't going to be as frequent as they were back in March, however, we are back and working at full speed again to get Version 0.6 ready and up for release by mid-November this year.

With that out of the way, I will begin with showing you what we have been working on as of late. As most of you have seen by now, we have been spending a lot of time working on campaigns for our Twisted Dawn timeline, while Nod missions proved easier to map as Twisted Insurrection timeline terrain suited Dawn's desert theme quite nice, GDI's were far from easy to work on when it came to recapturing the atmosphere that we felt from the original Tiberian Dawn. What do we do about that? Make a new theater, of course...



(Click the thumbnails to view the images in actual size)

Though admittedly by "New theater", we're referring to an expansion to our ever-growing temperate theater, which also houses all the terrain for our Interior maps.
This terrain was made purely for the Dawn era maps in mind, as of course nothing this healthy-looking would exist in the Twisted Insurrection era timeline, but we will feature it in some skirmish maps in the near future!

As some of you may have noticed during our last news post (which unfortunately was quite a while ago now, my bad!), Rampastring made a huge amount of changes to the Twisted Insurrection / DTA Client. The video contained in the link however is already vastly outdated and the client itself has seen even more changes since then. Here are a couple of images to show you what we mean, each of which using a different theme available:



I'm hoping to compile a new trailer for the upcoming release as there is an awful lot to showcase in such little time, not to mention that screenshots barely do the client itself for example any real justice! Aiming to get a new gameplay and feature trailer complete by the end of October, but right now we're focusing on new campaign missions.

Last but not least for this update, I would like to showcase to you some new additions to the Twisted Insurrection Original Soundrack! There have been a total of 10 new tracks created for the next release, here are 5 new tracks that we have recently uploaded which you may have missed over the past week: One Mission, Still Alone, Ascension, Advance, Drillbit.

(Please note that 'Drillbit' is a fan-made track for Twisted Insurrection and is not deemed final)













Wow, it feels good to be back in the development game again after what has felt like such a long time. I've really missed working on Twisted Insurrection with the rest of the team and getting news and upadtes to you all. Thank you all for your patience and we apologize once again for the delayed release! November is our goal for Version 0.6's debut.

We hope you enjoyed the update, and be sure to stay tuned to our sites all around the web. There will be plenty more updates coming every day until our next release!

Twisted Insurrection 0.6 Trailer

OpenRA Release 20161019 is now available.

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A new stable release of OpenRA is now available! The new version comes with a couple of interesting new features.

One of them is the much improved game content installer. It is now able to copy and install game assets from many more installation sources, such as the original release CDs, the First Decade DVDs, installed copies of the Dune 2000 Gruntsmod edition and even the C&C Ultimate Edition from Origin. Additionally, for the first time ever, the content installer will now also automatically install the campaign briefing videos, which means you no longer have to do that manually.



This feature comes with one minor down-side: since the new assets are installed into a different place than in previous versions of OpenRA, every player is required to install the game assets again when launching this new version for the first time.

The quest to complete porting the original campaign missions to OpenRA is ongoing. This time around, there are seven new missions for Tiberian Dawn, and one each for Red Alert and Dune 2000. For Red Alert, there are also three new missions which can be played in both single- and cooperative multiplayer mode and which long-time players may find to be vaguely familiar.

Other new features and fixes include the following:

- Fixes to a lot of crashes.
- Fixes to a number of bugs that impacted game servers, such as the infamous ?grey ping bug?.
- New configuration options for customizing mouse scrolling behaviour.
- New hotkeys for navigating to map edges, and bookmarking positions on the map.
- New hotkeys for controlling the music player, as well as producing five units at once.
- Improved aircraft reloading behaviour.




The score screen now shows an actual score comprised of the amount of kills as well as other gameplay actions such as capturing and infiltrating buildings, repairing an allies? units and buildings, and sending them supplies, instead of just kills and losses.



Burning trees now provide nice visual effects for flame throwers and nukes.


And finally, but it is very important to mention: this revision and newer ones are no longer compatible with Windows XP. The reason for it is that OpenRA now requires .NET 4.5 (Windows) / Mono 3.2 or greater (OS X and Linux). Players using Ubuntu 12.04 or other Linux distributions that include Mono 2.10 can upgrade to a supported version by following the instructions on the Mono site.

Grab the latest version at their website and have fun!

Twisted Insurrection: October Newscast

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Hello everybody. There has been quite a lot of progress on Twisted Insurrection 0.6 this week so instead of posting individual images per day, I thought I'd round them up into one big update here. Our release date is November 19th 2016, possibly sooner if we finish our to-do-list before then, but it's better to have the extra days for ironing out whatever bugs there may be too. Anyway, without further ado, here's what's been happening lately.

First of all, out of ErastusMercy's, our lead voxel artist, workshop, we have new and complete images for the GloboTech air-force. The new Gunship and Sonic Fighter voxels are complete and scheduled for release. These units were a low priority on the to-do list but now that we have a GloboTech campaign coming up, they moved higher up the ladder!


(Check out the unit stats and more information here)


(Check out the unit stats and more information here)

Next up is something I am extremely pleased to be able to put into a post, and that's more Nod Structure artwork reaching completion. TI's Nod Structure artist, Lin Kuei Ominae, has had a surge of motivation and has dished out a new Tiberium Reactor, Laser Turret and Stealth Generator. We have also worked together to improve the Web Spider Fence imagery as the all-remap lasers didn't look all that good, it's also burrowed further into the ground so the illusion of a gap below the fence is no longer there.


(Click to view the image in actual size)

The Stealth Generator view is being obstructed in the image due-to it being powered off, so here is a better look at the structure's animations. You can also get another look at the individual structures, their stats and additional information on the Nod Buildings section of our website.

Next up are some terrain additions and improvements that I have been working on recently. As time goes on, the quality of somebodies work tends to improve, which unfortunately means that work becomes out-dated, primarily in TI's terrain department, so I took the time to improve upon some older pieces.



(Click to view images in actual size)

We've been working on a few new multiplayer maps too along with improving some of our older ones, some maps have been updated to add the GloboTech Airstrip to them as a capturable structure as there didn't seem to be any outside of the campaign, Pig of Bays and Sunset Vista namely make use of the Airstrip in the next update and there will likely be more to come. Here's a new map by Crimsonum making use of the new grass-land theater we created for the Twisted Dawn timeline.


(Click image to view map in actual size

There are a couple of extra things left out of the news post to conserve length such as progress on some GloboTech missions and a new Nod Vulcan Cyborg image (check out the Nod Infantry section of our website), we will showcase more of these as time goes on! So last but not least for this update are some more additions to our Original Soundtrack, check out Eidilon by Mental Omega's Speeder and Prodigal Son by OmegaBolt!





And for those of you that may have missed it before, check out the gameplay trailer we put together for the upcoming release of Version 0.6, even though now some of the graphics are outdated already due-to the surge of progression we've had on the staff forums!



Thank you for taking the time to check out the update and we hoped you enjoyed it. We'll have more to come soon. Nod faction artwork is nearly finished and we'll hopefully manage to get more GDI artwork out of the way soon too! ErastusMercy is working on some improved units too including a new GloboTech Armadillo and a new Nod Hornet, discussing a new image for a new GDI MLRS Tank too as opposed to the walker currently being used.

C&C Tiberian Dawn Redux Mod Promo Video [2016]

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Released today is the latest C&C Tiberian Dawn Redux Mod promo video showing off how the Mod looks in 2016. A few sneak peeks at the new campaign missions can be seen if you know where to look. Eight additional campaign missions are slated to release soon with patch v1.43 with the campaign videos included.

This video itself is a remake of the original Mod trailer that hit the Net way back in 2007.




2016 MOD PROMO VIDEO


DOWNLOAD CURRENT RELEASE
FACEBOOK PAGE

Some PProgress (PP News #3 | 9/11/2016)

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So what's up with Project Phantom currently? The news-silence has been mostly due to the mod currently being in a beta testing phase, with most focus going on to polishing gameplay and finishing some graphical assets rather than showcasing. Thought I'd rectify that a bit, however.

The second part of Experimental Weapons Test is now available. This one features a bonus clip showing an unit from the previous installment that has been through quite significant changes based on feedback.

Experimental Weapons Test #2




And an older upload, Hero Spotlight #2 for those who have not seen it.

Hero Spotlight #2




Recently Project Phantom also started using the game client created by Rampastring of Dawn of the Tiberium Age.



And then there's few changes to units and structures, graphical and otherwise.



Read the full newspost at projectphantom.net

Follow Project Phantom:

Tutorials at PPM Forums have been organized.

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Hello everyone! In the latest weeks, we've been adding numerous features to our forums, such as the ability to Search the forums using Key Words, ability to fetch news that contains specific keywords, ability to show posts with certain Key Words on forums as "Related Topics", ability to set width and height of youtube and moddb videos BB code, among other things.

While the ability to fetch news with specific keywords is not being used yet, the keyword search and the Related Topics is getting more and more useful daily. We've recently finished to catalog all our tutorials (except for the ones in Miscellaneous Tutorials and Tiberian Sun Mapping Tutorials Factory.

So, if you visit our Media Tutorials, Tiberian Sun Tutorials Factory, Red Alert 2 Tutorials Vault, Generals Tutorials Warehouse, Tiberium Wars Blue Zone Tutorials, Red Alert 3 Red Army Tutorials, OS SHP Builder Documentation and Tutorials and Voxel Section Editor III Tutorials, you'll find out that there are much more related tutorials than what is originally announced in these forums.

If you use the Search, with the key words, you'll even find tutorials for other games where we don't even have tutorials forums for. Most of these tutorials are graphics related, since specific coding tutorials for these games were probably not published here yet. Wanna know a couple of samples? We have:

- 13 Tiberian Dawn Tutorials.
- 13 Red Alert 1 Tutorials.
- 154 Tiberian Sun Tutorials.
- 160 Red Alert 2 Tutorials, where 34 are compatible with ?Ares, 6 with NPatch and 1 with Rock Patch.
- 7 Renegade Tutorials.
- 28 Generals Tutorials.
- 21 Tiberium Wars Tutorials.
- 17 Red Alert 3 Tutorials.
- 9 Tiberian Twilight Tutorials.
- 39 OpenRA Tutorials.


And there is more. We have covered several tools as well:

- 44 XCC Utilities Tutorials.
- 17 OS SHP Builder Tutorials.
- 15 Final Sun Tutorials.
- 15 Photoshop Tutorials.
- 10 Voxel Section Editor III Tutorials.
- 10 OS BIG Editor Tutorials.
- 10 3Ds Max Tutorials.
- 8 World Builder Tutorials (3 for Generals, 4 for Tiberium Wars, 5 for Red Alert 3 and 2 for Tiberian Twilight).
- 5 OS: HVA Builder Tutorials.
- 5 Final Alert 2 Tutorials.
- 4 Final BIG Tutorials.
- 4 GMax and RenX Tutorials.
- 4 Paint Shop Pro Tutorials.
- 3 XCC AUD Writer Tutorials.
- 2 OS: Voxel Viewer Tutorials.
- 2 TMP Builder Tutorials.
- 2 Paint.NET Tutorials.
- 1 VQA Encoder Tutorial.
- 1 GIMP Tutorial.
- 1 Blender Tutorial.
- 1 Flyby's Voxelizer Tutorial.
- 1 W3X Viewer Tutorial.
- 1 VirtualDUB Tutorials.


And we can also consult by some strategic topics as well, such as:

- 229 Tutorials about modding.
- 168 Tutorials about the file Rules.INI (as well as Rulesmd.INI or Firstrm.INI).
- 68 Tutorials about the file Art.INI (as well as Artmd.INI or Artfs.INI).
- 49 Tutorials about graphics.
- 30 Tutorials about SHP graphics.
- 23 Tutorials about mapping.
- 16 Tutorials about voxel models.
- 15 Tutorials about the file AI.INI (as well as AIMD.INI or AIFS.INI).
- 12 Tutorials about 3D Models.
- 7 Tutorials about hex editing.
- 5 Tutorials about videos.
- 5 Tutorials about sounds.
- 5 Tutorials about hacking executable files.
- 3 Tutorials about textures.



And there is much more. To find tutorials, you must use the Tutorials key word, exactly in the way it is written here. The Key Words must be written without spaces and respecting its capital letters. Use plural preferentially, instead of singular. I.e: if you want content about Red Alert 2, you should use the key word RedAlert2. You can use other key words together to restrict your search. I.e.: If you use Tutorials RedAlert2 Rules.INI, you will restrict your search for Rules.INI related tutorials for Red Alert 2.

And that's it for now. We are also indexing Voxels, SHPs, 3D Models and other resources. To catch files for download instead of finding tutorials, use the key word Download. Have fun and enjoy the forums.

Twisted Insurrection Version 0.6 Has Been Released!

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Hello everybody. Today we are pleased to announce the release of both Twisted Insurrection Version 0.6 and Volume 6 of our Original Soundtrack! Both have been uploaded here to ModDB and can be downloaded immediately. For a complete list of changes since the last public release, the complete changelog can be read over here, be sure to check it out!

Download Twisted Insurrection Version 0.6 Here




We hope you enjoy the latest release and we'll be looking forward to hearing your thoughts on Twisted Insurrection! Please feel free to ask us any questions or show us bug reports at any time. Good luck and have fun, thank you everybody for your endless support over the years!

New Release: 0 A.D. Alpha 21 Ulysses

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Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 21 "Ulysses", the twenty-first alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features new game modes, plenty of new maps, the official introduction?of the final civilization: The Seleucid Empire?and more!





Easy Download and Install

Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers.

Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No "freemium" model, no in-game advertising, no catch.



Top New Gameplay Features In This Release

Herocide/Regicide: You start with a hero and are?defeated when he or she?dies.

Wonder Victory:?Now you can change the time from when the wonder is built to when you win. Either set it to 0 so you win as soon as the wonder is built or to anywhere between 1 and 120 minutes for a chance for the opponents to destroy it before the match is won.

Last Man Standing: Only one player can win the game. Form temporary alliances to eliminate common competitors. But be careful: as the remaining players struggle for victory, allies are forced to turn against you. This mode can be played with every victory condition.

New buildings and champions:
The Persian Hall and Hellenic Royal Stoa can train new Infantry Champions in town and city phase.
The Briton Crannog acts as a civic center and dock, providing economic stability on both land and water.
Romans and Persians benefit from the new Temple of Vesta and Gate of Ishtar, making buildings harder to capture.


The Temple of Vesta, Thracian Black Cloak Champions and the Crannog

Patrolling: When clicking the button or pressing the hotkey (P + Right Click), units move along the?path you set for them and attack enemy units they encounter along the way, then return to the beginning and continue doing so until you give them another order.

Tech Cost Modifiers and?Team Bonuses: The costs of technologies can now be modified by Auras and Technologies, demonstrated by faster and cheaper research when a Library was built. Players get a bonus if they are on a team with a player of a certain civilization. For example allies of Iberians have 20% cheaper skirmishers, allies of Seleucids have 20% cheaper civic centers.

Stackable Auras: Capturing further?Wonders, Libraries or Theatrons increases the building bonus proportionally. Losing a wonder means losing the population bonus, capturing a wonder means further increasing the maximum population, making the Wonder a crucial part of the empire.

New Balancing: The aim of the new balancing is to stop players from destroying buildings with infantry and cavalry, enforce the use of siege engines, reduce the spamming of champions by making them more expensive and slower to train. With the addition of town phase champions and the lessening of attack damage of defensive buildings, early attacks are more feasible. Capturing of buildings is only feasible if they are heavily damaged or left unguarded. More details are found in the Balancing section of the changelog.



Upgrading System

Buildings and units can now be upgraded. For example the new Sentry Towers can be upgraded to Defense Towers.


Sentry Towers



New Maps

Alpha 21 adds?no?less than eleven random map scripts and two?skirmish maps.
Nine of these random maps teleport players to actual geographical regions: Amazon, Mediterranean, Red Sea, Marmara, Pompeii , Bahrain, Howe Sound, Ngorongoro and Rouen.


The Mediterranean


Rouen


Red Sea


Howe Sound

On the random map Caledonian Meadows, wide grasslands, deep forests and seas lie between?opposing teams which are yet connected by paths. The map demonstrates realistic terrain generation, distributing resources by height.


Caledonian Meadows

The Skirmish map Dueling Cliffs uses the new height limit, that was introduced in Alpha 19:


Dueling Cliffs



New Models

The Seleucid faction was completed by adding the models for the Colonnade,?Barracks, Wonder,?Market,?Corral,?Blacksmith,?Dock,?Library, Military Colony and City Walls.


Seleucid buildings (from the top left): Walls, Wonder, Market, Military Colony, Blacksmith, Corral, Library, and the Dock

New Fields and Oak trees beautify the landscape. The Gaul Fortress, Tavern and the Ptolemaic Military Colony received new models as well.


New fields, the Gaul Fortress, taverns on the left and right, and Sentry Towers, Defense?Towers, and the new oak trees in the background.




User Interface

The new Objectives?dialog reveals the chosen matchsettings in running games:


Objectives Dialog

New Tooltips lift some secrets, like the loot that attackers are rewarded with when killing enemy units or destroying their buildings, the garrisoning- and arrow limit of buildings, healing statistics and assigned hotkeys:


Loot Tooltips

Resources of allies are now visible in the tooltip of the top panel and in the summary screen after having researched cartography:


Allied Resource Tooltips

Finally a Multiplayer Pause Screen indicates who took a break:


Pause Screen

An in-game?chat history dialog and acoustical chat notifications ease communication:


Chat History

More Multiplayer Lobby Match Details help to coordinate upcoming matches:


Multiplayer Lobby Match Details



Under the hood

The Javascript engine was updated to Spider Monkey 38.
Windows binaries can now use more than 2GB of RAM, which should fix crashing on Windows.
The game now supports hosting?on arbitrary UDP ports, which can be useful if your ISP blocks the default port.
And many more smaller additions and bug fixes, if you want to read a more detailed list see the full Alpha 21 Changelog.


Getting Support
Please see the "Get Support" page on our website to find ways to get help from the active and friendly 0 A.D. community.

We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks.



Please Contribute!
We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately.

Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating!



Why "Ulysses"?
We name our releases according to development status ("Alpha" or "Beta"), successive release number (1, 2, 3, ...) and a word relating to the ancient world, in alphabetical order ("Argonaut" for A, "Bellerophon" for B, ...).

"Ulysses" is the Latinized name for the Greek mythological figure Odysseus. This name is relevant for the release because we added the Herocide game mode, and Odysseus is one of the most well known heroes of all time.

For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter V. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC - 1 BC)!

Westwood Font Editor

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Since Siberian_GRemlin never actually released his font editor, and demand was growing from the community to have such a tool to allow more fan localisations of the older games, I thought, what the heck, I'll dive into it.

So I decided to make my own font editor in C#. With the help of the RA++ team (Omniblade, CCHyper & Tomsons26, anyway) I figured out the font format itself, and managed to make code to read it and show it as image. Apparently this format is used for quite a bit more than C&C1 and RA1; we used fonts from Legend of Kyrandia as test material as well, and apparently this should support Dune II too.

So, without further ado... the Westwood Font Editor:



The project is built on the .Net framework v3.5

Download:
WWFontEditor_1.1.zip

Source code: (C#)
WWFontEditor_1.1_src.rar

Original development thread: (at cncnet.org)
https://forums.cncnet.org/index.php?topic=6810.0


Development on this project is still going on, btw. Future features most likely include palette switching/loading/saving, and probably Dune 2000 and Tiberian Sun font support.

Twisted Insurrection - Killing Fields [Frank Klepacki Remix]

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We are proud to announce that Frank Klepacki has once again kindly taken the time to contribute to Twisted Insurrection with a brand new remix of our own 'Killing Fields'! For Westwood and RTS fans alike, he surely needs no introduction, but for those of you whom may not know: Frank Klepacki is the mastermind behind the majority of the Command & Conquer music selection, among many other games and famous projects.




Twisted Insurrection is currently under voting for Mod of the Year 2016 and we have reached the Top 100 mods for the 7th year running! If you enjoyed the release this year, please consider voting for us, simply head over here and click the "Vote" button to cast a vote for us!

Ares 0.Cp1 has just been released

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This service release improves stability and fixes nine issues like the crash on singleplayer startup that some machines experience. Also, a memory leak and some logic bugs that could lead to crashes have been fixed.

A bug that is not as critical but is still ranking very high is the broken SW.Range handling for rectangular ranges, which was one cell too wide in both dimensions and thus affecting more cells than it should have.

Happy Modding!

Website: http://ares.strategy-x.com/
Announcement: https://launchpad.net/ares/+announcement/14409
Download: https://launchpad.net/ares/+download
Documentation: http://ares-developers.github.io/Ares-docs/

Mental Omega 3.3 Released

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The time has come once again, the new version of Mental Omega is finally here. Furthering the Red Alert 2 legacy, Mental Omega builds on what was established by Westwood Studios and expands upon the conflict between the Allies, Soviets, and Yuri's Epsilon, while introducing a completely new faction to the play - the Foehn Revolt - complete with its own 3 subfaction, structures, units, support powers and heroes.

Enhanced with the powerful Ares DLL, a project headed by AlexB to push Yuri's Revenge engine to its limits, Mental Omega 3.3 strives to bring new features to the game while maintaining a strong sense of gameplay balance. Mental Omega 3.3 continues where the first Red Alert left off and branches out into an expanded universe with brand new missions for all factions, with missions for the Foehn Revolt planned for the future.

Mental Omega 3.3 requires files from a working installation of Red Alert 2 & Yuri's Revenge patched to 1.001 to be played. Follow the instructions presented here to get the mod to work properly with your game.





This release includes:

    A complete new faction: The Foehn Revolt
    CnCNet5 compatibility for multiplayer services
    12 new subfactions with their own unique sets of units
    52 new single player missions, including a campaign for Yuri
    28 new cooperative maps for 2 players
    new skirmish/multiplayer maps, around 500 total
    new skirmish/multiplayer game modes, 14 total
    updated visuals & audio
    a new soundtrack, unique for each side (separate download)


Watch footage of a Foehn Revolt subfaction skirmish gameplay to quickly get introduced to the new side:







You can also listen to one of 20 tracks composed by World Beyond as a part of the Foehn Soundtrack here:





Stay tuned for more updates! The ride is not over! For more information and download, visit MentalOmega.com.

Happy 2017, from Project Perfect Mod!

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Hello everyone! We wish you a happy new year, ?even if you do not celebrate it now. And we also wish you a happy life, because a happy new year is not enough for any of you. ?We wish you peace, health and that may your dreams come true, except if they are related to the destruction of this humble place.



Let's keep things to our natural script, you know? At this time of the year, I always make a news post wishing a happy life (and new year), stating some good things that happened last year and our plans for the current year, which hardly get done, if ever. So, according to our lovely script, it is the part of the good things that happened last year. Let me see:

- The PPM Forums has received several features in the last year. The main one is the progress of the Key Words feature (also known internally as Hashtag, due to the # symbol). It allows us to search posts marked with strategic key words, display posts with specific key words in multiples forums, allowing us to re-use our existing content to launch forums about new games or subjects, and it also allows us to export news based on specific key words (and other properties too) and organized our resources (voxels, SHPs, 3D models, sounds, maps, etc) based on these key words as well. Unfortunately, we are far from being using the full potential of what Key Words allow us to do here, but it is just a matter of time until we improve this situation.

- There were other features added to PPM Forums, such as Game Development and Programming Discussion Forums, Spoiler BB code, unofficial news forums for projects that are not hosted by PPM, major speed up for the forums, forum locked administrative notice for problematic members, animated GIF image caching for news, etc.

- The following mods were released at PPM: Twisted Insurrection 0.6.5, The Dawn of the Tiberium Age 1.1579, Tiberian Dawn Xtended 0.53, CnCD2K 2.9.3. From the mods that have a non-official community news forum here, Mental Omega 3.3 was also released.

- The following mods received honorable mentions on ModDB Mod of the Year 2016: Twisted Insurrection and Tiberium Essence. From the mods that have a non-official community news forum here, Mental Omega has also been awarded a honorable mention there.

- Voxel Section Editor III allows the user to customize the amount of frames in GIF animations and it also fixes tons of bugs. Open Source BIG Editor allows you to open encrypted config.meg files from 8-Bit Invader, Hordes, Armies and Grey Goo. It reads every .meg file excepts the config.meg from the discontinued End of Nations. Open Source SHP Builder adds few custom schemes and fixes several bugs. A PPM distribution of XCC Utilities is now available, which includes community made fixes and compatibility improve for newer systems, such as Windows 10. TMP Shop 01.01.00.11 support custom tiles and fixes several bugs. C&C AI Editor 2.0.2.2 includes a couple of bug fixes.

- Nyerguds has released the Westwood Font Editor, which, as the name says, allows you to edit the fonts used on many old Westwood games. BatchTMPConverter 1.0.1 was released by Starkku to quickly replace image data from TMP files from Tiberian Sun, ?Red Alert 2 and OpenRA. Rampastring has released FinalSun Tunnel Fixer to quickly fix issues with tunnels generated in Final Sun and Final Alert 2. Graion Dilach has released Voxel Scheme Generator which helps user to create custom palettes for OpenRA and Westwood old games too. ?Josh is 25% Larger has released the YR INI Extension which is a preprocessor providing new functionality to INI files which can be compiled to code understandable by the YR engine. Lin Kuei Ominae has released the Image Combine tool which allows you to batch combine images into new images and he has also released Object Exchange, which converts buildings into terrain in a batch process. G-E has released many tools, such as AICheck, SoundCheck, AIClean, MapClean, focused on making the edition of INI files from Red Alert 2 and the verification of its errors an easier task.

- Ares has evolved a lot in this year. From 0.A to 0.Cp1, improving the customization of Firstorm Walls, superweapon targeting, audio support, logics regarding weapons with limited ammunition, spy logic, particles behavior, customization of the effects of the Factory Plant buildings, etc. As for the additions, the Bounty logic, ?the Troop Crawler logic known from Generals, Saboteurs and Crush Damage from Dune 2000, buildings degrading while a player is low on power, Stealth Tanks holding fire unless in area guard mode, Generic Prerequisite Groups for buildings, allowing infantry and vehicles as prerequisite, NoAmmoWeapon, etc. Some more enhancements focus on passengers, like transports accepting only certain infantry units to enter. And there are tons of bug fixes, memory leaks being wiped out and much more.

- The Tiberian Sun engine has also received some reinforcements in this year, starting with the Tiberian Sun Client 4.08 that has received several bug fixes from the client and from the game, specially the one that crashed the game when you bypassed the limit of 75 buildable objects. And many fixes for the game itself has been posted by AlexB, Iran and few others at this topic on Research Forums (registered users only, sorry). These fixes can be applied with LKO's C&C's Executable Modifier.



And finally, the plans for 2017. I'll be honest with you guys, it is not much different from the plans for 2016, 2015, 2014, etc... we are just calibrating things through the years, so don't be surprised with the high amount of copy and paste in the next lines:

->Re-design and modernize the main website, merging the main site with the mobile one: We plan to use modern web based design solutions to make a clean looking site that offers the current content. Furthermore, such new design should make future expansions to different topics (game development coverage) easier in a long term plan, as well as approach the content of our hosted TiberiumWeb to our own. As a bonus, this new design will remove Revora's network bar from our site.

->Expand the site to become more popular with games beyond Tiberian Sun and Red Alert 2 scope: We are slowly adding content for other games here, but we are not getting many modders interested to discuss them in our community yet. We are already trying to change this situation by adding more content and trying to approach communities from other games. Now we can also re-use our existing content to quickly expand new subjects that can be covered here.

->Progress with VXLSE III's 3D model export feature: This is our ultimate goal to become a significant community that modifies or develops 3D games. We have many voxel assets that would be very useful in newer games if we are able to convert them. Don't expect this to be finished in 2017, since I have a doctorate to finish first and the my thesis will be used on this solution (being a small, but significant part of it).

->Attract more high quality mods: We need fresh blood and attractive content in this place. PPM is still an attractive place to have forums to advertise your projects and it still holds a community with skilled modders and artists to improve the quality of your project in the long term.

->Improve news coverage from other games and communities: Nowadays, we are covering news related to RTS Command & Conquer games and OpenRA, while we want this place to become a modding reference for every game. Our service to discuss news from your mod, imported from RSS feeds, in our forums is just the beginning of something bigger. With that and our key words feature, we plan a more aggressive approach to obtain news from other sources and, at the same time, use the key words to quickly rewrite these news automatically (through a bot that would aid me to considerably speed up news posting) to increase the activity of this site and the attractiveness for game designers and user content creators that are not restricted to the universe that we cover nowadays.

->Improve the organization of our content: The News Tracker and the Key Words features are a nice way to organize the content that we may explore. Now we need to use these resources to expand the potential of this place as a good reference for game design and user content creation, as well as a good place to learn news about it. We will also improve the way we organize our key words.

->Make finances even more transparent to users: From this year onwards, we'll reveal how much money do we have to pay each of the expenses for the site. PPM relies much more on donations than anything else to survive. So, it is fair that we should be more transparent on how your donations are being used to keep this site alive.


And finally, in this year I am obligated to finish my doctorate. I'm working hard to have a happy ending with this one. When it is over, I'll certainly increase my activity in this place. I'm really proud of what PPM has become and its potential. And it is a community that I place my bets on it and I am happy to contribute and keep this place running. So, happy new year and I hope you enjoy PPM in the future.

Tiberian Dawn: Renegade progress report.

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Hello everyone! I had a hell of a text in the first day of the year and then, things seem to go quiet in the news. In the news only, because the forums had several interesting things going on, fromnewvoxels, maps, a heated discussion on OpenRA's new logo (and if it really needs a new logo at all), etc.

The mods hosted on PPM have also been showing some occasional progress. One of the active mods is ran by Regulus and it is called Tiberian Dawn: Renegade and its objective is to bring the Renegade universe to.... Yuri's Revenge. Were you expecting Tiberian Dawn? Anwyay, Regulus has posted screenshots of several units to show that ?the mod lives in death, err... I mean, it is alive. Here's some of them:


Nod Mobile SAM Site


Nod's Cargo Truck


Nod's Rapid Recovery Truck

And we couldn't end this news with nothing more and nothing less with a family photo... errr, I mean, a screenshot with a bunch of units of the mod getting along together. Afterall, GDI won't let Nod propaganda go harmless in PPM news:


GDI's arsenal is ready for Nod counter attacks.


And that's all for now. You can read more information about Tiberian Dawn: Renegade, post your opinions and suggestions at their forums.

Thyme, a new Generals: Zero Hour reimplementation project.

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Hello everyone! A well known member of our forums, Blade (you may know him from the Terrain Expansion or from RedAlert++) has started an interesting project called Thyme. It works pretty much like Ares, except that it will inject code on Generals: Zero Hour. Here's the words from Blade about it:


Blade wrote:
I've just pushed the beginings of a Zero Hour reimplementation project to https://github.com/TheAssemblyArmada/Thyme if anyone is interested in contributing to such a project.

The project is using a similar approach to the one recently used successfully by the OpenRCT2 project. That is, the reimplementation is initially being implemented as a dll that is injected into the game run time that replaces the games functions with new implementations as they are written, allowing it to be reimplemented a bit at a time.

I've already reimplemented the custom memory allocator the game uses as well as a couple of string classes.

Its very early days for the project, but if anyone has some C++ knowledge and is interested in getting involved, drop by the #thyme channel on freenode.net IRC. When some significant progress has been made it should become possible to fix engine bugs and add additional features to the game.


Will that be the end of the evil SCUD bug? It's early to say, but we'll keep our eyes opened in this initiative. If you have C++ knowledge and you are willing to improve Zero Hour, talk to Blade in the #thyme channel on freenode.net IRC or post a reply here.

C&C Online's website now supports multiples languages.

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Our friends over C&C: Online have expanded their website to cover multiples languages, such as Croatian, German, Polish, Portuguese from Brazil, Simplified Chinese, Spanish... and of course, they still have their whole content in English as well.

C&C: Online is an online service that allows multiplayer matches on Generals, Zero Hour, Tiberium Wars, Kane's Wrath and Red Alert 3. PPM supports this initiative Wink.
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