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Death Label has new forums at PPM!

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Hello everyone! We'd like to welcome Death Label, a Generals: Zero Hour total conversion, to the ranks of PPM. This project is not new, since it was started back in 2012, however, it became public recently, with the release of Death Label 0.98 Beta in the last month.

Anyway, Death Label is a total conversion for Zero Hour, made by precision_bomber, that features a apocalyptical scenario between aliens (Cutezomes) and humans from United Nations, as well as highly advanced faction named Angel Wings that tries to conquer Cutezomes's planet in the name of Earth.

Angel Wings is playable in the released version. Here's a (long) video showing it in action. There are others at its ModDB profile as well.





Of course that, since there isn't much public feedback to this mod, it will be polished as it receives constructive feedback. Head to the Death Label Forums at PPM for more information and also to provide some constructive feedback. You can download the latest beta, as well as an Earth Saviors hotfix at Death Label ModDB Profile.

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, C&C: Mashup 3.0, 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.

Death Label has new forums at PPM!

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Hello everyone! We'd like to welcome Death Label, a Generals: Zero Hour total conversion, to the ranks of PPM. This project is not new, since it was started back in 2012, however, it became public recently, with the release of Death Label 0.98 Beta in the last month.

Anyway, Death Label is a total conversion for Zero Hour, made by precision_bomber, that features a apocalyptical scenario between aliens (Cutezomes) and humans from United Nations, as well as highly advanced faction named Angel Wings that tries to conquer Cutezomes's planet in the name of Earth.

Angel Wings is playable in the released version. Here's a (long) video showing it in action. There are others at its ModDB profile as well.

Watch This Video at ModDB



Of course that, since there isn't much public feedback to this mod, it will be polished as it receives constructive feedback. Head to the Death Label Forums at PPM for more information and also to provide some constructive feedback. You can download the latest beta, as well as an Earth Saviors hotfix at Death Label ModDB Profile.

PPM has SSL support.

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Hello everyone! Sorry for the last week's silence. I've been prepraring the SSL support for PPM main website and forums. Unfortunately, we had a couple of surprises in the process that has caused some problem, but we've seem to get over it. Our main URL is now https://www.ppmsite.com and our forums are located at https://ppmforums.com (there is no www because the certificate does not support it). If, for some reason, you are still having problems with cookies or something looks messed up, we highly recommend you to delete the browser cache related to our site and forums and try again.

RedAlert++ has forums at PPM!

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About a week ago, together with Death Label, RedAlert++ has also opened forums at PPM.

We've been talking about Red Alert++ for a while here. It's an open source game engine that strives to recreate Red Alert 1, running on several operational systems and it is on early development stages at the moment. Here's a very old screenshot from it (one of the latest we could retrieve from other sites):



Looks cute, doesn't it? So, use RedAlert++ Forums at PPM to discuss it and show your support for this project.

New screenshots from Global Crisis!

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HG_SCIPCION has been posting a couple of interesting screenshots in these days for his mod, Global Crisis. He has been spending a lot of time working on civilian and environmental assets. The mod is set in the Red Alert universe, some decades after the original game, however it has some elements of the tiberium series, such as tiberium itself (apparently the world gets infested with tiberium, even with Allies and Soviets still fighting for it, with no Kane).

Anyway, the images speaks for themselves:








The dinossaurs from the last picture seem to be a direct consequence of the tiberian infestation. Anyway, it's a very nice piece of art, don't you think? Share your comments at Global Crisis Forums.

Ansaldo Magrini Mangiapan

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It's been quite awhile since I posted any new D-day news, that doesn't mean I've been sitting idle tho. I have lots of new (& old but unreleased) content to post, which I plan to start churning out on a weekly basis. To start things off tho here is a little known WW1 tank for the Italians.

Ansaldo Magrini Mangiapan




The Ansaldo Magrini Mangiapan was designed in 1916 by major Magrini as a "mobile fort" and was one of Italy's first tank designs. It featured multiple sets of tracks to help it traverse the crater filled battlefields of no-man's land. To power these tracks there were four 200hp engines in the centre of the tank which then drove two electric motors at the front and back, propelling this massive 70t vehicle to an estimated 20 km/h. It also unusually for that era featured two rotating turrets equipped with 76mm (some sources state 75mm or 105mm) cannons, as well as having multiple machine guns fitted around the hull. The design was approved by the direzione generale del regio esercito but was cancelled soon after because of the high cost and feasibility of such a complex design. Instead interest moved to the Fiat 2000 and purchasing tanks from France and Britain.

OpenRA Playtest 20170304

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OpenRA had a very successful 2016: including two feature-packed releases, a map design contest that produced many great maps, and two seasons of the RA Global League which separated the wheat from the chaff across a grueling 544 battles.  Our online player numbers have nearly doubled since this time last year, and it's now common to see more than 100 commanders on the battlefield at peak times each day.

We aim to continue this trend through 2017, starting with a new playtest available today.  The playtest includes a collection of balance and map changes for our official mods that have been (often vigourously!) discussed and debated on our community forums and Github issue tracker, plus several notable new features:
  • HiDPI font rendering for players with high resolution displays.
  • Fixes for several multiplayer bugs that could stall or crash games when a player disconnects.
  • The Red Alert "shell map" background is now muted.
  • New behaviour for the Red Alert Gap Generator and Tiberian Dawn Obelisk.
  • Fixes for asset installation on 32 bit operating systems and from the original RA95 CDs.
The Dune 2000 mod in particular has many changes to make it better match the gameplay and graphical polish of the original game, plus 7 new campaign missions.

Check out the full changelog for more details, and head over to the download page to try it for yourself! Your feedback on these playtests is important, because they are the last chance to catch any serious bugs or undo any controversial balance changes before they are included in an official release.



Red Alert Gap Generators now actively reduce enemy unit sight.




Players with high resolution laptop or 4k displays will appreciate crisper font rendering.


-------------------------------------------------------------------------------

The biggest changes in this playtest are behind the scenes; technical improvements that are not visible to players, but important for our development and modding community:
  • A new trait conditions system provides much better control over trait interactions.
  • Actor vision has been overhauled, adding support for features like the RA active gap generators, D2K actors revealing themselves when attacking, and cliffs blocking vision in heightmap-enabled mods.
  • Simplified weapon definitions using inherited yaml templates.
  • Some initial steps towards removing code patterns that are not compatible with save game support.
OpenRA grew out of the C&C modding community, and one of our major goals is to provide a flexible game engine that the community can use for their own projects.  Unfortunately, this goal has been hurt by OpenRA's single-engine approach, meaning that every new release would unavoidably break community mods.

After many discussions, we have developed a new mod support strategy that we will implement over the next two OpenRA releases.  This playtest (and the subsequent final release) starts by adding support for parallel OpenRA installs, and we have started developing a mod template that includes instructions and scripts to simplify mod development and packaging.  Mods built using this template will be self contained games that function independently from our official mod installs.

The in-game multiplayer server list will now list games for *all* the mods that a player has installed (even across multiple installations), and will allow players to directly switch to another mod when joining one.  This applies across versions as well as mods, meaning that future OpenRA releases will be able to coexist, and switching between release and playtest servers will be just as easy as switching between RA and TD servers today.



The multiplayer server list is now smarter about multiple OpenRA installations.


The release after next (aiming for mid/late 2017) will complete the mod-support transition by removing the in-game mod chooser and support for manually installed mod packages: all mods (both official and community) will be listed individually with their own names and icons in your Start Menu / Dock / Launcher.  This overlaps with our previously announced plan for a new project logo, and so we are delaying that change to this future release.

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The Tiberian Sun mod has made exciting progress over the last four months, with support being merged for bridges, tunnels, subterranean units, jumpjets, and bouncy grenades.  Improvements to our terrain heightmap logic means that cliffs are finally able to block unit sight and projectiles.



Progress continues on the Tiberian Sun mod.


The end of our "core feature TODO" list for Tiberian Sun is now in sight, but there's still a fair amount of work to do before we can consider a public release.  We expect to have more updates on this progress later in 2017.

CnC:Crisis released!

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CnC: Crisis has received its first release.

Instead of doing a full-fledged mod, I decided to release it as an idea of a rebalanced YR mod with as few gameplay changes as possible. Basically, only one unit has been added (Yuri's Gattling Sub).

Most the units are intact, but some of them were re-done.

Most of the voxels have been changed to be aesthetically more pleasing.

Each faction has just one subfaction right now.

The full changelog here:

Code:

***General features***
DDD -Add country inf/tanks
DDD -Tech Lab will grant you a special Demo Truck
DDD -Engineer fix
DDD -Loading screens
DDD -3 factions
DDD -x3.5 Construction Yard health
DDD -Hide Campaign menu
DDD -Move hover transports to WF
DDD -Make barracks first
DDD -Remove loading screen texts
DDD -Add maps
DDD -CY doubles as Radar
DDD -Fix MCV health
DDD -Tripled Labs' health
DDD -fix building position Yuri
DDD -MCVs removed from crate goodies
DDD -add RA2 music
DDD -Replace Repair Depots with Repair circles around WFs (Yuri doesn't get one)
DDD -Give spy/thief speed boost
DDD -New Sidebars for Yuri and Soviets
DDD -A big bunch of assets were recolored
I'm a code monkey with the IQ of an ant: -add AI improvements

***ALLIES***

*Infantry*

DDD -Rocketeer weaker armor (125 to 100)
DDD -Chrono Legionnaire weaker armor (125 to 100)
DDD -Removed Sapper bomb from SEAL

*Units*

DDD -Black Eagle weaker armor, better building attack
DDD -Fixed Battle Fortress
DDD -Prism Tank is no longer a retarded potato.
DDD -Removed Tank Destroyer, Robot Tank is now slightly more powerful

*Buildings*

DDD -Remove Grand Cannon
DDD -Remove Robot Control
DDD -Limit Gap Gen to 3
DDD -Reduce powerplant cost (800 to 500),
DDD -New Pillbox artwork

***SOVIETS***

*Infantry*

DDD -Terrorist->Thief

*Units*

DDD -Remove Demolition truck

*Buildings*

DDD -x1.25 Nuclear Reactor armor
DDD -Remove Radar


***YURI***

*Infantry*

DDD -Added Doggo
DDD -Yuri Prime has more strength


*Units*

DDD -Cheap, no weapon miner.
DDD -Limit Mastermind to 4 slots and no overpowering. Cost decrease.
DDD -Boomer balance (weaker armour (1200->500), balanced cost)
DDD -Extended Magnetron beam range
DDD -Add GattSub

*Buildings*

DDD -Removed Cloning Vats
DDD -Synapse ( as Pillbox/Sentry Gun alternative)
DDD -Psychic Tower has a build limit of 4, and is post-Lab
DDD -Mobile Refinery-> Normal Refinery
DDD -Grinder -> reverse engineering building


Credits:
Code:

HG_SCIPCION
-NASAM SHP and cameo

Atomic_Noodles
-Sea Scorpion
-Typhoon

Zero18
-Mirage Tank
-Black Eagle
-Prism Tank
-BFRT
-harvester

Shepherd Moons
-Soviet MCV

Conman
-Rhino
-Grizzly
-V3
-TNKD

Bu7loos
-Yuri MCV
-Floating Disk

BrianPrime
-Sidebar

Gamemate
-Pillbox

Askeladd
-Robot Tank

TX1138
-Gattling Sub

Aro
-Cameos

MadHQ
-A shitton of maps

Earthman
-V3 remake


(I hope I haven't missed anyone on the list.)

Download here!

I'll try fixing bugs whenever I can.

Most of the assets are public, some I've recolored.

I might update this mod at times, but for the moment, I just want to release it.

Tigers of the World

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The Panzer VI Tiger is arguably the most famous and recognizable tank in the world, becoming the icon of the German tank forces of World War II. It's use was not limited to the German army though, several other countries used or planed to use Tigers during and after the war. Here are a few of them.

For more information and pictures click of the unit names to visit their D-day Wiki pages.



Type 4 Tiger




In April 1943 the Japanese sent 12 army officers led by Colonel Ishide to Germany to inspect and test their latest tank designs. The Japanese where quite impressed and negotiated to buy four of the tanks and their related documents and blueprints, the PzKfw III Ausf.J, PzKfw III Ausf.N, PzKfw V Panther Ausf.D and PzKfw VI Tiger. They hoped that they could be reverse engineered and the technology incorporated into Japanese designs. One of the PzKfw III's was dissembled and along with the documents transported back to Japan via submarine. February 1944 the Tiger tank was moved to Bordeaux in France so it could be prepared for transport. With the worsening war situation and then the Allied Landings in France it became impossible to transport the tank to Japan. In September 1944 the Japanese decided to give the tank back to the Germans where it was soon destroyed fighting in Belgium.

Note: The Germans charged the Japanese twice the normal price for the tiger. So in keeping with historical accuracy in D-day the price of the Type 4 is double that of the German version.


PzKpfw VI Tiger




In May 1944 the Germans gave 10 PzKpfw VI Tiger tanks to the Hungarians and then a further 3 more as a birthday gift to the Hungarian Inspector of Engineers Laszlo Hollósy kuthy. They served in the Hungarian 3rd Tank Regiment, where in July they took part in the battle for Galizien district in Southern Ukraine. By December 1944 only 4 of them where still active, the fate of the final 4 is unknown but they where presumably destroyed during the Soviet invasion of Hungary.

       

T-VI-100




During the course of World War II Soviet forces where able to capture many German tanks in various states of disrepair, if at all possible they would be put into services against their former owners. These tanks generally had a short life span due to limited spare parts and ammunition. In an effort to help elevate the later problem several projects where started to refit the German tanks with Soviet weapons. One of these was the T-VI-100 which replaced the PzKfw VI Tiger's 88mm KwK36 L/56 with the 100mm D10 which was used on the SU-100 and later the T-54. As the war progressed the Soviets where able to produce an ample amount of tanks so the need to refit the German tanks diminished and the project was cancelled in 1945.



T-41/75N




After the war a single Tiger tank was recovered from the battlefield and repaired by Skoda for use as a test bed for fitting their prototype 75mm A18 cannon. The A18 was originally built for use in the T-25 medium tank, the T-25 however was never put into production and it wasn't till now that the Skoda team could test it in a suitable vehicle. While the 75mm A18 was less powerful then the original 88mm KwK36 it was fitted with an auto-loader and drum magazine witch greatly increased the tanks rate of fire. Currently there are no known photographs of this unusual modification.

Note: To simulate the auto-loader and drum magazine this unit has a limited ammunition supply that can be fired quickly but then takes some time to reload.



Tiger 131




Tiger 131 is the only working PzKfw VI Tiger tank in the world, it currently resides in Bovington Tank Museum and features as the main star in the museum's yearly tank festival. Tiger 131 was constructed in February 1943 at the Henschel factory at Kassel and was then sent to Tunisia in North Africa. On 20th April 1943 it took part in the battle for Djebel Djaffa hill, during witch it received several hits form British Churchill tanks that jammed the turret and gun, as well as injuring the driver and gunner. The crew then bailed out leaving their disabled but still intact tank for British forces to capture. The tank was repaired using parts from other knocked-out tigers and sent back to Britain where it was displayed as a war trophy in various locations around the country for the rest of the war. In 1951 it was then donated to Bovington Tank Museum who put it on static display for the next 40 years. In 1990 it was then removed for restoration which involved a complete disassembly and reassembly of all it's parts. As well as fitting it with a new engine from a Tiger II, as the original had been cut in half for display at the museum. The restoration of Tiger 131 was finally finished in 2003, becoming the only tiger tank in the world to be restored to working condition.

Note: Because of the uniqueness of this tank and in homage of the fact it is the only working Tiger in the world, only one Tiger 131 can be built at a time.

Attacque Supérior Livestream by Hecthor Doomhammer

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To celebrate the end of my Hiatus, as well as the return of the C&C Mod Spotlight, I am proud to announce that we're kicking things off with another update of Graion Dilach's mod: Attacque Supérior!

Tomorrow, March 19 2017 at 19:00 GMT he will join me as co-commentator as we will be showcasing what has changed over the past year.
If you're interested, join us on my channel on Twitch and come see for yourself!

Hope to see you all then!

Upcoming plans for PPM future.

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Hello everyone! We've been slow on news posting in these recent.... weeks at this site, I am aware of it. We've been relying on your news posts and announcements to keep this place alive. So, if you have something interesting to announce and spread the word, please do it by posting at our Community News Forum. But, this doesn't mean the death of this place. I am very passionate about this place and I wouldn't be crazy to just throw it away out of no where.The current situation happens because of a bet for a better future. You know? Sometimes big steps ahead demands big sacrifices.

The current sacrifice is directly related to my doctorate, which I'm having a hard time to finish it. While it is obviously more important for my real life, it will certainly have a great influence at this site as well, mostly at our future modeling tools. Doctorate candidates are obligated to research things that were not covered before, so if you have a plan to make one doctorate, PhD, etc, you should be very careful at revealing your research plans around. It's possible that someone at the other side of the world publish the same thing that you are researching, which may possibly ruin your situation. So, I've been quiet about my research for all these years, at least in the internet. But right now, I'm forced to finish it in a couple of months and, to be very honest, I don't think anyone will be able to finish it in such time, so I can talk a little about it.

As a visual computing scientist, I think it's amusing how most techniques (if not all) applied in my area to handle visual objects or solve problems with it doesn't really know what kind of objects they are dealing with. It's actually kinda ironic, in a certain way. Many of these techniques are based on local approaches. Imagine someone who is blind and deaf at the same time trying to know a place or trying to figure out how to go somewhere. While this person could use their hands and body to know what is around it, he can't know what is going on in the whole scene and use it in his advantage. For you guys at PPM, samples of such approach is the autonormals detection at the Voxel Section Editor III, image filters and even the 3D reconstruction techniques in the 3D Modelizer feature of VXLSE III. Other techniques may subdivide the space into smaller parts and treat them as local neighbors. I.e.: Octrees, Wavelets, skeletons and most if not all known hierarquical structures, etc. It's smarter, but you are still influenced by how your object is sampled in first place, which may generate noise in the solution.

You don't need to be acquainted to computer graphics to know that humans doesn't view objects like that, as we pay much more attention to its contents rather than how it is discretized, since there are far too many points for our eyes, isn't it? Objects are subdivided independently of the space metric, but mostly based on our semantic knowledge of them. And that's how we understand objects, languages and any kind of information in the end of the day. And that's what I'm trying to approach with my doctorate research, a graph language that allows me to understand objects and that is far more insensible to noises (bad sampling) than any existing graphic data structure out there.

By understanding objects, we could do a lot of things with them:

- Reconstruct them (zoom in, increase sample resolution, polygonize graphics, etc)
- Parametrize them (so, you can lately add some textures, or you could also use it to compare different objects and move information from one to another)
- Recognize them (and catalog them without using existing heavy brute force methods, and then using existing objects to add details to new objects of the kind... or even finding out how to automatically edit certain objects to make them fit into new contexts).
- Distinguish objects and different contexts where they belong, as well as allowing some of them to be auto-completed.
- Pathfinding (it could even be used in RTS games to fix some of the existing pathfinding problems, allow AI to know the best places where to set its defensive buildings or to find the weakest spots of the enemy and send its army in a path where it could exploit it).


It's worth mentioning that I don't have any of these things working at the moment and, in the best of the situations, I may have reconstruction working by the end of my thesis restricted to 2D objects. Coding my proposal is complicated because I have to deal with a bunch of complicated computer graphics and compiler problems at once. And that's what is cracking me so much. But still, this is the first step to Skynet a better understanding of visual objects as we know and a huge set of modeling tools that could make use of it.

Next Ares version needs your feedback!

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Hello everyone! If you've been browsing our forums recently, you might have seen this topic at Ares forum, which was recently started by AlexB, who is maintaining Ares for the last... God knows how many years. Anyway, he has recovered his motivation to add some interesting features for Ares, such as allowing you to choose how many of which buildings AI will build, customizable fall rates, customizable build times, etc. But his motivation willl vanish again if no one provides feedback. Here's the long essay that he has written about it:

AlexB wrote:
Long time no updates.... After 0.C's release, I went on to work on its successor, which was scheduled in three months from then. I didn't hear back much from the community until late 2016 or so, though, so I lost interest to publicly work on Ares further.

If there's community interest (and not just interest to get something from me), this shall be a double-release. First, there will be the features I already completed, preferrably released around June (that is a full year after the last one). This is for keeping up with the current state of Ares compared to the last released version. An intermezzo to catch up. The other one will be three months later, in September. I'll stick to my plan this time, that is, there will be a fixed date, and what's done until then is done, and what's not done won't be released.

So, here are some new features. There are more finished ones, but that would be a bit too much to include them all in one unstable build, so this isn't all there is. As always, some work went into updating the inner workings of Ares, but as adding more and more features means more things need to be checked and more time has to be spent doing that, is there anything to say about performance? How is the startup and game speed compared to Ares 0.C?

Fixes and Minor Additions
  • Allow CloningFacility buildings to set waypoints. (#1616741)
  • Fixed a problem with Hunter Seekers
  • Foundations with negative cell offsets are now supported
  • Fixed SidebarMixFileIndex also changing TooltipColor. (#1655347)
  • Emit a developer warning if a custom foundation does not include the cell 0,0.
  • Only objects that are currently visible to the player show the money amounts as text.
  • Damage delivery in Iron Curtain warheads had a bug.
  • Hijackers and Drivers cannot enter objects that are currently under the effect of the Iron Curtain.
  • KillDriver now respects AffectsAllies and AffectsEnemies. (#1619631)
  • Fixed iterator chars sometimes messing up type lists. (#913570)
  • Firestorm Walls can no longer be sold when the Firestorm is active
  • Several performance improvements

Potentially Breaking Changes to ArmorTypes
The ArmorTypes feature has some issues, which stem from the the order of initializing new types with a default value and reading the corresponding tag from the INI. This is a bit abstract and hard to describe. Setting all the defaults always took place before the values were read, thus, one default value could only ever be another ArmorType's default value. If a type at the beginning of the list defaulted to a type after it, then the default value was still uninitialized but was used anyhow.

Now the order has been changed, thus the parsed values now could be different, but I can't tell you what to watch out for without writing a novel.

There was also an inconsistency with parsing verses data. If using non-percentage values (like 0.01), the special flags could be cleared for small values, but they wouldn't be set again once a higher value was parsed. Now, the verses and flags are always updated to reflect the state represented by the value of the parsed tag. This is a breaking change, which affects non-percentage verses values. Commonly, percentages like 30% are used, so the impact should be limited.

Ares no longer tries to parse ArmorTypes if a tag is not defined. This is another breaking change: Previously, parsing non-existing tags in game mode and map files reset verses to 0%. Thus, newly defined warheads in maps would use the wrong values as default. Now, ArmorTypes that aren't defined aren't reset.


Let the AI build more than one building of each type
This should help to get rid of War Factory clones with all their shortcomings and ugly workarounds. Additional buildings are not build one after another as a block right after the original building, but instead mix randomly with the structures planned to be built later in the build list.

[BuildingType]AIBuildCounts= (list of integers, defaults to 1,1,1)
The number of buildings the AI will build of this type depending on the difficulty. Order is hard to easy. Each value must be equal to or greater than 1.

[BuildingType]AIExtraCounts= (list of integers, defaults to 0,0,0)
The maximum number of extra buildings the AI can build of this type depending on the difficulty. Order is hard to easy. A random number of buildings will be build in addition to the ones from the normal build count. Each value must be equal to or greater than 0.


A way to combine Abduction weapons with Temporal warheads
[Weapon]Abductor.Temporal= (boolean, defaults to no)
Instead of abducting target units right away, abduct them only after they have been temporally erased. When the target unit would warp away, it will be placed inside the abductor unit as passenger, given it suffices all other abductor checks like having enough free space. If abduction fails, the target is erased normally.


Optionally Consider Health for Temporal Weapons
[Warhead]Temporal.HealthFactor= (multiplier, defaults to 0.0)
How much the health is factored in when calculating the remaining warp value of the target. Valid range is 0.0 to 1.0 inclusive. 0.0 means health plays no role. 1.0 means the remaining warp is reduced proportionally to the target's health, down to 0.

Another way to look at it is that the remaining warp value is linearly decreased from full for completely healthy targets down by this value for a target that has no health left.


Turn off the Iron Curtain nullify flash per warhead
[Warhead]IronCurtain.Flash= (boolean, defaults to [AudioVisual]IronCurtainFlash=)
Whether units and structures will flash black or blue if hit with this warhead while under the effect of an Iron Curtain or Force Shield respectively.

[AudioVisual]IronCurtainFlash= (boolean, defaults to true)
Whether units and structures will by default flash black or blue if hit with this warhead while under the effect of an Iron Curtain or Force Shield respectively.


Customizable Fall Rates
[TechnoType]FallRate.Parachute= (integer, defaults to 1)
The acceleration towards the ground applied each frame a parachuted unit is falling.

[TechnoType]FallRate.NoParachute= (integer, defaults to 1)
The acceleration towards the ground applied each frame a unit without parachute is falling.

[TechnoType]FallRate.ParachuteMax= (integer, defaults to [General]ParachuteMaxFallRate)
The maximum speed a parachuted unit is falling with. Value has to be negative.

[TechnoType]FallRate.NoParachuteMax= (integer, defaults to [General]NoParachuteMaxFallRate)
The maximum speed a unit without parachute is falling with. Value has to be negative.

Attached Effects no longer count as parachute and thus won't reduce the fall rate.


Customizable BuildupTime
[BuildingType]BuildupTime= (double - minutes, defaults to [General]BuildupTime)
The time the buildup animation runs regardless of the number of frames.


Disable drivers entering units by owner country
[Country]CanBeDriven= (boolean, defaults to MultiplayPassive)
Whether units owned by this county can be captured by CanDrive=yes infantry.



So, what are you waiting for? If you have a Yuri's Revenge mod that makes use of Ares, give it a try and post your feedback at Ares forum. Do it for Yuri. Yuri is life. Yuri is master. My life for Yuri.

MapTool 1.0.0.0 has been released.

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Tiberian Sun and Red Alert 2 map makers behold! The Map Tool has been released by our friend Starkku. Ok, I'm overreacting here, but nonetheless, it is an interesting news for TS and RA2 map makers who wished to convert their maps to use different theaters and overlays.

MapTool is a small open-source tool designed to apply changes to tile, overlay and object data of map files of Command & Conquer: Tiberian Sun & Red Alert 2 based on pre-defined conversion profiles. It is capable of performing operations such as converting maps from one terrain theater or another.




Anyway, head to this topic to download the tool and its future updates. Be aware that you need Microsoft .NET Framework 4.0 to run it.
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