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DTA version 1.16 has been released!

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As promised, DTA 1.16 was released today.

You can read our last couple news posts at Mod DB to see what's new:
Nov 26 2017 - DTA 1.16 Game Engine and Client Improvements
Nov 18 2017 - DTA 1.16 Gameplay Changes
Nov 11 2017 - DTA 1.16 Release Date
or just have a read through the Change Log.

To get version 1.16 you can either just let the client's update itself or download the full package from Mod DB as usual, or you can try out DTA's new installer that'll automatically download an install the latest version of DTA for you.

And since it's that time of the year again, please remember to give us (and any other mod you like) a vote for MOTY.

[TI] Top 100 & Next Release Date

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Hi everyone.

First of all, a big thanks to all our fans out there for voting us on the first phase of the Mod of the Year Awards. Thanks to you, we've made it to the Top 100 nine times in a row!

However, the battle is not over just yet. Phase two is on so remember to vote for us a second time. Just head to the Top 100 page on Mod DB, find us under Tiberian Sun mods and click vote! Remember, you can vote for as many mods as you like, so don't forget to vote other great projects such as Dawn of the Tiberium Age and Mental Omega.

Now for the announcement you've all been waiting for...

Version 0.7 & OST Release Date

Twisted Insurrection Version 0.7 and the Original Soundtrack Volume 7 will be released on thursday, 21st of December, 2017.

Here's a brief summary of what we've accomplished since 0.6.5:

  • New tech faction: Forsaken
  • New units
  • New structures
  • 14 new music tracks
  • A dozen new multiplayer maps
  • Over a dozen hacks that significantly enhance gameplay
  • Updated client, with several fixes and new features such as multiplayer auto-saving
  • New and improved unit and building graphics
  • New and improved terrain graphics
  • New voiceovers
  • Improved campaign missions
  • Enhanced gameplay
  • Improved map editor
  • AI improvements
  • Tons of balance changes and bugfixes, including:
  • Tech units, including GloboTech and Forsaken units, can now be built only from their respective factories.
    • GDI Marauders can now fly like the Jumpjet Infantry in TS.
    • Nod Cyborg Reaper (new graphics) is once again treated as a vehicle (like in Firestorm) and must be built from the Fist of Nod
    • Tiberium creatures are now stronger against anti-personnel weapons.
    • A ton of miscellaneous fixes & cleaning of the INIs.


And that's only scraping the surface! The full list of changes is over 400 lines long!

So mark up your calendars and prepare your battle stations. The next update is going to be big.

[TI] Twisted Insurrection Version 0.7 Has Been Released!

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The Twisted Insurrection Team is pleased to announce the hotly-awaited release of Twisted Insurrection Version 0.7!



This latest release has undergone over 400 lines of various changes, fixes and additions, the most exciting of which is the implementation of a new Tech Faction: The Forsaken, a darker take on the Forgotten from Tiberian Sun.

Here's a summary of the changes. For a complete list of changes since the last public release, check out the full changelog.

Key Additions & Changes
  • 14 New Music Tracks
    • Tibby & Noddy
    • In Flames
    • Arming to Win
    • Veins
    • Radioactivity
    • Tungsten Souls
    • W.I.R.E.S
    • The Surveyers
    • The Theme
    • Milestone
    • Nod Crush Remix
    • Cold Rain
    • Obsession Software
    • Killing Fields [Frank Klepaki Remix]

  • 11 New Multiplayer Maps
    • [2] Big Little Lake
    • [2] Industrial Strength
    • [2] Siege Rush
    • [2] Tournament City
    • [4] Mental Malice
    • [4] Offense Defense
    • [4] Escalation
    • [5] D-Day
    • [6] Close Quarters
    • [6] Forsaken Night
    • [6] Island City

  • New Tech Faction: The Forsaken
    • Eight New Forsaken Tech Units
    • Three New Forsaken Tech Buildings
    • Two New Forsaken Tech Defenses
    • One New Forsaken Superweapon

  • Other Additions
    • Over a dozen hacks that significantly enhance gameplay
    • New and improved unit & building graphics
    • New & improved terrain graphics
    • New Voiceovers
    • Balance changes & bugfixes including
    • Tech units (GloboTech & Forsaken units can now be built from, and only from, their respective factories)
    • GDI Marauders can now fly with jetpacks
    • Nod Cyborgs now have more specific roles
    • Tiberium lifeforms are now a more serious threat


All this and more in the latest build.



Download here or update via launcher

We thank you for your continued support and hope you enjoy the latest release. We're also looking forward to hearing your thoughts on Version 0.7, so please feel free to ask us any questions or report any bugs you encounter. Now go forth and have fun!

Mod of the Year 2017 Results!

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Every year, ModDB.com (and IndieDB) makes a popularity contest known as Mod of the Year (and Indie of the Year). In this year, we had two mods that have been proven to be quite popular on their ranks. Twisted Insurrection is the 3rd place there, while Dawn of the Tiberium Age has got the 8th position. Here's the media press release on this event:


Quote:
As 2017 reaches its end, we have tallied 104,181 votes and can announce the 2017 Mod of the Year.

---

December 29th, 2017 - This year saw many compelling entries however in the end it was Brutal Doom that took out 1st place, followed closely by the popular Star Wars: Thrawn's Revenge II: Ascendancy and Twisted Insurrection taking out 2nd and 3rd respectively.

We believe that modding is going to play an increasingly important role in shaping the future of gaming, as new content and creativity is key to engaged and happy players. This is evidenced by the winners below, who have pushed boundaries and made something amazing on top of the games that they modded. The final top 10 includes:

10. SWAT: Elite Force
9. Age of Empires III: Wars of Liberty
8. Dawn of the Tiberium Age
7. Morrowind Rebirth
6. Age of the Ring
5. The Empire At War Remake
4. Third Age: Reforged
3. Twisted Insurrection
2. Star Wars: Thrawn's Revenge II: Ascendancy
1. Brutal Doom

Huge thanks to all modders and supporters of the awards who recognize the work these developers dedicate to their craft, read the full results, the editors choice and best upcoming.



Although I have personally lost my enthusiasm regarding popularity contests for a couple of years, I have the moral obligation to congratulate the teams behind Twisted Insurrection and Dawn of the Tiberium Age for this achievement. It's worth reminding people that Tiberian Sun is a 18 years old game that became freeware for nearly a decade and these guys are constantly making a miracle out of a dinosaur.

However, from another perspective, and paying more attention to the other mods listed there, it is clear that most of the popular mods there are based in old games. I think this might be related to this DLC and micro-transactions monetization policies taken by the strongest players in the game development market and the complexity of the newer games that are still moddable that poses as an obstacle for the creation of popular mods by common people.

In PPM, we hope to create tools to eventually lower the difficulty of modding these games or to allow the creation of resources for more advanced indie games. I've been working on it for my whole doctorate. Hopefully, one day, we'll see the result of this effort... but we still have a long road ahead.

Doom Desire End of 2017 Update

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This is the last update in 2017 for Doom Desire, or the first one for 2018, depending where you live. But before going to 2017, there are still some things that happened in 2016 that didn't have their proper news post.


Vintarid Neonate The psionic energy that each Neonate has to handle is volatile, and it ends up lobotomizing most of them. Those that end up like that, are then used as a powerful anti-air weapon.


Vintarid Sleeper/Feral With entire cities turned into rubble, nobody could track what's happening to the population anymore. They were all deemed lost forever. Yet, many are still there, wandering without purpose, ignoring everything around them.
Sometimes, guided by an invisible force, they walk great distances to reach human settlements. Then, when a shadow passes over the sky, they wake up...


Vintarid Stalker First officially identified in the city of Wanamingo, Stalkers possess an ability to disappear in plain sight, making them impossible to spot with any optical device, and perfect for ambushes.


Vintarid gfx revamp
Featuring units not mentioned in any update on PPM yet, such as the H'derera Seeder and Goara Soulbinder.


Surmount There is a rumor among soldiers of a monstrosity that once plowed through an entire army alone. Those few that survived talking about an unstoppable, screaming horror, feeding on their fear itself, as if the hopelessness and inevitability of defeat materialized in a form of a hulking monster.
Theurge The elusive Theurges are probably the least understood thing on the battlefield. The reason for that is their nature: hyperdimensional beings capable of crossing time as effortlessly as we cross the street. Anyone, and anything, that faces a Theurge in combat, may find themselves back at home after having a strange dream they can't remember.
Or worse - never have been born in the first place.


Now, back to 2017, that started with very little to show, until April, when I managed to finish some things I was working on. Those being:


Civilian vehicles


Updated Dreamspark and Phantasm


Watcher It's rare for anyone to be able to spot a Watcher, but those who do, report of a series of mishaps, disasters and conflicts following the encounter. Most of them also ends up going insane, locked in a psychiatric ward.
Shifter Most humans abducted by the Vintarids end up abandoned to wander aimlessly, only to make them go feral when such need arises. For the rest of them, the most common fate used to be being sent back to their homes, with some modifications, where they could live their lives as if nothing happened, until given order to activate and wreck havoc.
Volatile Mind Some people are more than willing to join the aliens, either due to naivety, or their disgust for humanity. Others have such strong willpower that they need to be "acquired" regardless if they wish it or not. All of them receive a gift: ability to destroy objects with mere thought, at the cost of their mental stability.

Later I moved on to work on other Paladin Infantry, after which I went back to finish Vintarid ones.


Paladin Knightmare These humanoids are entirely covered with metal armor plates, with purple flames sipping through the holes. They close in, causing fear and confusion with their breath, to cut their targets with their flaming swords.


Sun's Chosen Sun's Chosen are probably the most diabolical and terrifying weapon that the aliens use - a pregnant human woman with a developing Neonate inside her, controlling her thoughts and actions. When its mission ends, or it feels threatened, the Neonate dies, creating a rift that kills all life forms in the vicinity, including its host.
Overseer Overseers are Theurges that appear in their true form - blonde humans of an unsettling beauty - commanding the Vintarid armies instead of engaging in combat themselves. Entering the battlefield has no effect on the control they have, but it splits their attention to their army and makes them unable to directly retaliate to attacks.

After that, with all Vintarid infantry being done, it was time to move to Essence again. First, another walker:


Essence Hephaestus Artillery Walker Essence combat doctrine expects ground forces to require as little aerial support as possible (which also includes no transportation through air), so a walker is more fitting for a heavy-gun platform, despite being potentially more vulnerable to attacks.

And then finally starting work on their infantry:


Raider Raiders are mostly volunteers, often without even the most basic military training, eager to join the cause against the aliens that destroyed their lives. Amateurish, naive and unpredictable, they are generally disliked by any real military personnel.
Intruder Each Intruder carries a backpack with enough power to support one strong area electromagnetic pulse that disables multiple targets at once. After using the charge, the device has to be left idle to recharge, otherwise, only a continuous single-target beam can be supported.


Rocker Quad While squads of Raiders are generally hated by proper military personnel, Rocket Quads are the first, and the most widespread, truly professional force. The launchers they carry are used to fire both anti-tank and anti-air missiles, sometimes even mortar shells.
Hunter Thanks to their rapid-fire sniper rifles, Hunters are able to quickly dispatch a small infantry squad from afar, which is especially helpful for base infiltration missions. They are also equipped with explosive charges they can plant on buildings and vehicles.


Engineer Engineers are equipped with what's necessary to capture and secure enemy structures. When the need arises, they can also use their suitcase as a timed bomb.
Surveillance Drone Fragile and unarmed, but fairly cheap and easily accessible, these flying drones provide anyone who purchases them with necessary intelligence and situational awareness.


Hopefully, I'll manage to finish Essence infantry soon, and then I'll be able to move to Paladins.
That's it for 2017. Have a happy 2018.

Happy 2018, from Project Perfect Mod!

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Happy new year and hello everyone! One vision, one purpose. We wish you brotherhood, unity and peace. You know that today is that time of the year, I always make a news post wishing a happy new year, reminding some good things that happened last year and our plans for the current year, which we do not expect to see it happening in full scale, but it is posted just as a some sort of a roadmap that eventually gets forgotten. So, according to our famou script, here are some of the good things that happened last year:

- We have enforced SSL support for the main PPM domains, such as the PPM Home and PPM Forums.

- The PPM Forums has received  proper Keywords support for the Forums, allowing forums to list topics by keywords as well, which was done with many of the the tutorial related forums. We also have OpenRA Tutorials Database, New Profile Options, the ability to share topics on social networks and an updated captcha policy with the support of the Brotherhood of Nod (this one was added three days ago).

- The following mods were released at PPM: Twisted Insurrection 0.7, Dawn of the Tiberium Age 1.16, Death Label 0.99, Medieval Warfare 17102101 and C&C Crisis.

- The last ModDB Mod of the Year Popular Choice has featured Twisted Insurrection in 3rd position and Dawn of the Tiberium Age in 8th.

- OS: HVA Builder 2.18 has received a plenty of new features, such as a FLH simulator, turret offset, grid, section center, palette choice, several rendering fixes, vsync enabled and everything that 2.12 had. Its source code is now available at the SVN and its documentation is also properly updated. OS: Voxel Viewer 1.84 has also inherited some of these features, such as FLH coordinates simulation, turret offset, rendering fixes, vsync, etc.  Voxel Section Editor III has received some bug changes and it has been incremented with someshortcuts.  

Lin Kuei Ominae has released the Image Shaper, which is a tool that combines images and convert sequence of images into SHP files. Starkku has released the MapTool, that 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. You can use it to convert desert maps into snow or urban maps or even convert RA2 maps into TS, under certain conditions. Also, tomsons26lv has released the Westwood Color Conversion Utility, which is a RGB to HSV converter that takes into account Westwood's HSV range (255, 255, 255) instead of the traditional (360, 255, 255). Nyerguds has updated the Westwood Font Editor 1.10.5, adding transparency support for pasting images and adds the ability to save edited palettes to a new entry on an external file, among other things.

- Ares has received some upgrades in this year. The version 0.D allows additional customization to mouse cursors under several events, it also allows infantry and vehicles healing different unit types, AI players can be ordered to build a pre-determined number of specific buildings without the need of using work arounds and clones, etc... The version 0.E has brought the tunnel network feature from Generals, further customization to IFV like units, KillDriver logic has been expanded, additional warhead effects and logics were added, and much more.

- The Tiberian Sun engine has also received some reinforcements in this year with the Tiberian Sun Client 5.40 that allows you to play the Tiberian Sun demo missions in the final game, while 5.38 added  support for multiple sides for Prerequisites and AITriggerTypes and an OpenGL version of the client. You can also use the C&C Executable Modifier to customize pip storage for tiberium, waste, passengers and ammo.

- OpenRA engine has advanced a lot in this year. It has started by providing new trait conditions system for a much better control over trait interactions; overhauling actor vision to support 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; etc. Later in this year, the mod support has changed considerable to add proper support for multiples mods without deprecating them when a new version of the engine is released. It has also added a command bar at the bottom of the screen for issuing common orders and changing unit stances. There were also countless fixes in terms of gameplay, AI and so many things.


And finally, the plans for 2018. Considering that, for all these years we have been posting very long term plans, do not expect us to change much from the previous years. In fact, we do not expect to finish any of them in this year, just to move closer to this direction. So, yea, I am practically copying and pasting it from the previous years, with minor changes:

->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, Red Alert 2 and OpenRA 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, which is something that we did recently with OpenRA.

->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 2018, 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. We plan a more aggressive approach to obtain news generated in this community and also from other sources. We plan to use bots to help us to collect these news and provide a quicker way to transform this information into news posts. Obviously, these news posts will still be written and revised by humans. We want to use it 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. We expect to do that by using the RSS importing feature of this forum, the keywords feature and writing softwares to interpret the collected data and convert them into readable posts.

->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.



And finally, I said last year that I was obligated to finish my doctorate in 2017. Unfortunately, that didn't happen and I am still doing it. However, unlike in the last year, I do not have strict deadlines to finish it (at least in a low term), although I do have financial limitations which motivates me to finish this doctorate faster. Regardless of that, I am fully committed to keep this place running and improve it. I understand that this place is important not just for me, but for many people and the modding community as a whole and I am very motivated to work on it, although I have to respect my limits as a human being. Happy new year and let's keep the party running in PPM.

OpenRA Playtest 20180102 now available

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The OpenRA developers are excited to welcome the new year with a new OpenRA playtest! More than 700 commits from 42 contributors were merged over the last five months, with each commit helping to fix bugs, improve code quality, or add new features that improve the single- and multi-player experience.

This playtest is a timely opportunity to get community participation, as we celebrate a massive record of games played. At the end of November OpenRA passed 500,000 completed multiplayer games since August 2014, when we started recording online server statistics. This is a huge accomplishment for our community, congratulations!

The main focus of this development cycle was modernizing core parts of the engine and game code to support the work-in-progress Tiberian Sun mod and other community projects. These shouldn?t have visibly changed our released mods, but big changes always have a risk of introducing unexpected bugs or side-effects. Please note that changes to the way hotkeys are managed mean you will need to redefine any custom hotkeys in the Input settings.

The changes weren?t all behind the scenes; an overhaul of the multiplayer UI added long-requested features:
  • The server browser shows the name/faction/team of connected players
  • The server browser is now also available as a tab in the server lobby
  • The main menu and server browser will notify you if a new release is available
  • The Global Chat has been removed from the server browser and lobby
  • A chat dialog has been added to the in-game menu



The new server player list is one of several improvements to the multiplayer UI.

Of course, we realize that the vast majority of OpenRA players do not play online. You haven?t been forgotten either! Improvements for the singleplayer experience include:
  • The full Harkonnen campaign in D2K
  • Refinements and improvements to several campaign missions in Red Alert and Tiberian Dawn
  • A fix for the AI cheating when it uses superweapons and support powers
  • Several other changes that should improve the AI behaviour and performance



Improvements to the AI support power targeting mean that this will be a rarer sight.

Other notable changes include:
  • New lobby options to disable bounty, build radius, and re-packing Construction Yards
  • Units will no longer target enemies revealed by the Red Alert GPS Satellite
  • A collection of community-driven balance changes for Red Alert
  • Fixes for many graphical glitches and polish issues
  • Fixes for several platform integration issues on Windows and macOS
  • Further improvements to memory usage and performance



The Map Options tab includes several new settings, and can be customized by scripted maps.


Platform integration fixes include ?Pin to taskbar? support on Windows and 64 bit support for macOS.

As always, we suggest you read the full changelog if you?d like more information on the full list of changes. These playtests are released to get feedback from the community about the future direction of OpenRA, and we value your feedback. Let us know what you think and please report any bugs you discover via our forum, our GitHub issue tracker, or in the comments below.

OpenRA playtest builds do not overwrite the release version if you are on Windows or macOS, and you can switch between the two when joining an online server. So head over to OpenRA's download page and give it a try!

This development cycle brought significant improvements for community mods, but we recommend that modders wait for a future playtest before updating their projects. There are plans to merge a new version of the semi-automated rule upgrader before the final release, which will simplify the process of updating your Mod SDK based projects to the latest engine version. Stay tuned for more info!

Community News Round up - Mid January 2018

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Hello everyone! Here's a quick roundup of some of the tools that are being upgraded recently and that deserve some attention. So, here are them:


->Image Shaper, a program from Lin Kuei Ominae that allows people to convert sequence of images into SHP files, has received an upate (version 01.01.00.09) that allows you to do that as a batch process.

Quote:
Version 01.01.00.09
-(update) create images expanded with SHP(TS) file format, allowing each frame to be saved as SHP
-(update) create images filename can now use an asterisk *, to keep the original filename for the single frame


Head here to learn more about it and download it.


-> The 3Ds Max W3D XML Asset Importer, a script for newer 3Ds Max, has been updated by Katz recently... or at least we were recently informed of it. The version 1.2.0.11 comes with the following changes:

Quote:
+ Total code overhaul. Now up to 1500% faster than ever!
+ 20% lighter in size!
+ No-W3DSkin release added for newer 3ds max versions
+ Fixed parasitic noise in animation




Head here to download it.


-> And the same Katz has also posted a 3Ds Max script to import Command & Conquer Generals 2 assets.... yea, that Command & Conquer Free To Play that was not released.... supposedly by bad community feedback (which is weird, because this was not what was seen back at Gamescom 2013). Anyway, you can get stuff like the picture below with it, if you still have the beta version of your game forgotten in any machine:



And there is a tutorial to help you to use it:





Download it here.


And that's all for now. If you have some interesting modding news to share, post it at the Community News Forum. If it is properly written, we'll bring it straight to the site, otherwise we'll make our own version of it.

Ares 1.0 has been released!

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AlexB has finally released Ares 1.0, which extends the modding limits of your Yuri's Revenge extensively. This specific version finally allows you to save games and resume them later. Here's the complete announcement from AlexB about it:


Quote:
Mission Accomplished: Ares 1.0 officially out

Today Ares reached a huge milestone: Ares 1.0, which finally restores support for savegames, has been officially released to the public.

Savegame related buttons in the menus have been enabled again, and using them to load a saved game will no longer crash. This was the last big missing piece to make Ares a superset of the original game, that is using Ares no longer takes away a fundamental feature the original Yuri's Revenge had.

Ares thus now officially leaves the implicit preview stage denoted by a zero in front of the version number, about 10 years after development of a replacement for RockPatch started in 2008. This is only a symbolic act though, as even in the preview stage the expansion dll was quite stable for all it added to and changed in Yuri's Revenge. Sometimes adding or adjusting minor things, sometimes turning large chunks of the game upside down.

No new features to announce here today. Maybe MissileSpawn now working on buildings. Again, there were some fixes for bugs, several stability improvements, optimizations and minor changes. This version should be more stable than the last, and it should in any case be a good base for future releases.

Thanks to all testers over all those years, who dedicated their free time to try out new logics and report numerous bugs and other issues. Thanks for confirming bugs as well as bugfixes, for proposing new features and voicing your opinions to improve them.

Finally, have fun with Ares 1.0 and savegames working again!


And that's it, my friends. Happy modding! And a big thanks for AlexB and all others who helped to make this dream possible. For further information, check the links below:

Announcement: https://launchpad.net/ares/+announcement/14912
Download: https://launchpad.net/ares/+download
Documentation: http://ares-developers.github.io/Ares-docs/

Updated Blender templates for building creators.

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A couple of days ago, DonutArnold has posted a new version of the Blender templates, for those who are modelling buildings for Red Alert 2, Tiberian Sun, Red Alert 1 and Tiberian Dawn. These templates makes the rendering procedures (and lighting details) much easier to deal with. Anyway, here are the changes with the latest Cycles 1.02 template:


Quote:
Cycles version 1.02 changes:
-Smoother AA, was quite sharp
-Improved lighting
-Added Denoiser (requires Blender version 2.79)
-Added background texture to give more realistic touch with the materials and blue tint for glossy materials
-Fixed shadow cast on objects by removing a node that broke it and added gamma node to correct brightness/shadow ratio
-Fixed grainy shadow frames which also had dark blue colors
-Fixed lighting affecting other scenes (thanks to Blender Foundation) (requires Blender versio 2.79)


And a Red Alert 2 template result of it:




Head to this topic to download it and for further instructions on how to use it.

Tiberian Sun Client 5.42 has been released!

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Rampastring has recently announced that a new version of the Tiberian Sun Client has been released. This is a must have for everyone who enjoys playing Tiberian Sun as well as those developing Tiberian Sun mods, since it extends the game features and improves the online experience (with CnCNet). Here's the change log of the version 5.42:


Quote:
Version 5.42 (February 3, 2018):

  • Updated client (Credits: Rampastring, aside from DDrawCompat)
    • You can now configure your keyboard hotkeys from the client (Options -> Game -> Configure Hotkeys)
    • Added DDrawCompat renderer (Credits: narzoul)
    • Renderers are now listed in Resources\Renderers.ini, allowing you to customize the renderers without modifying the client's source code
    • Several small enhancements and bug-fixes related to LAN and CnCNet online play
    • Fixed: The Game Type drop-down is no longer drawn below the Tech Level drop-down when it's open

  • Updated spawner. For changes, see https://github.com/CnCNet/ts-patches/commits/master
    • Some of the changes seem experimental, so there could be bugs related to online play



In order to download it, you must have Tiberian Sun Client 5.30 or higher and use the auto-update tool that comes with it. You can discuss and get some support for it by using this topic at our forums.

OpenRA Release 20180218 is out

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We are excited to announce the first OpenRA release of this year!
More than 700 commits from 43 contributors were merged over the last six months, with each commit helping to fix bugs, improve code quality, or add new features that improve the single- and multi-player experience.

The main focus of this development cycle was modernizing core parts of the engine and game code to support the work-in-progress Tiberian Sun mod and other community projects. Thanks to our contributors, and to everybody who tested the playtest and reported bugs! Please note that changes to the way hotkeys are managed mean you will need to redefine any custom hotkeys in the Input settings.

The changes weren?t all behind the scenes; an overhaul of the multiplayer UI added long-requested features:
  • The server browser shows the name/faction/team of connected players
  • The server browser is now also available as a tab in the server lobby
  • The main menu and server browser will notify you if a new release is available
  • The Global Chat has been removed from the server browser and lobby
  • A chat dialog has been added to the in-game menu



The new server player list is one of several improvements to the multiplayer UI.

Of course, we realize that the vast majority of OpenRA players do not play online. We haven?t forgotten about you either! Improvements for the singleplayer experience include:
  • The full Harkonnen campaign in D2K
  • Refinements and improvements to several campaign missions in Red Alert and Tiberian Dawn
  • A fix for the AI cheating when it uses superweapons and support powers
  • Several other changes that should improve the AI behaviour and performance



Improvements to the AI support power targeting mean that this will be a rarer sight.

Other notable changes include:
  • New lobby options to disable bounty, build radius, and re-packing Construction Yards
  • Units will no longer target enemies revealed by the Red Alert GPS Satellite
  • A collection of community-driven balance changes for Red Alert
  • Fixes for many graphical glitches and polish issues
  • Fixes for several platform integration issues on Windows and macOS
  • Further improvements to memory usage and performance



The Map Options tab includes several new settings, and can be customized by scripted maps.


Platform integration fixes include ?Pin to taskbar? support on Windows and 64 bit support for macOS.

As always, we suggest you read the full changelog if you?d like more information on the full list of changes.

Now download and head to the battlefield!

D-Day back from the dead

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Yes your eyes do not deceive you, new D-day news post! It's been nearly a year since the last news post, this has mainly been due to a technical problem that blocked me from accessing the D-day website & forums, thus I was unable to post anything for over 10 months! Sadly during this time I was somewhat demotivated to work on D-day, I still made a few random units for fun but I didn't make that much overall progress tho.

Gladly now that the problem has been resolved I'm feeling refreshed, revitalized & ready to work on D-day again. So to kick things back into action I've made a set of generic buildings as well as a generic sidebar & loading screen. These graphics will be used as placeholders for where I have yet to make specific national themed artwork. Which can normally take months to just research & several more to make all the 3D models.

So with this set France will no longer be using those hideous grey boxes with "placeholders" written across them. It also means that the new countries of Poland, China, Sweden & Czechoslovakia that I have been slowing working on will be include as playable (but incomplete) sides in the next release along with Japan. These are of course just placeholders & each of these country will receive unique national artwork in a later release.







I also plan to make a set of generic defensive buildings as well in the near future & of course I still have a backlog of over a 100 units that I still haven't posted/added to the wiki yet too so expect more news to come soon.

A quick heads up about the recent silence in this place.

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Hello everyone. First of all, I'd like to apologize for being silent in this place in the recent weeks. Although the popularity of the Command & Conquer franchise might be reducing in these years, a lot of interesting things happened in these recent weeks. I did not loose interest on this community at all, however I did loose focus.

The main reason is the doctorate that I couldn't finish. I'm still doing it, however, I had to re-enroll on it, since I've lost all deadlines and its extensions. Then, I've reached a situation where I had problems to understand the rules and what kind of subjects I had to redo... and I do have to redo a couple of stuff, but right now, this kind of thing is more clear to me. The research that drives this doctorate* is something that I consider worth of the sacrifice that I am doing and it will be a major breakthrough... not just for this site, but beyond.

* Despite being posted on the last April 1st, that post was not a joke. The joke was in the keywords "#April1stBelieveItOrNot".

Anyway, it is the doctorate and the problem of surviving almost two years without income. At least nearly one year an a half not being allowed to look into it and now, that I am allowed, there are some other obstacles, which I won't get into details here. Bankruptcy makes people more desperate. For those wondering if this affects the survival of this site, as long as PPM receives some kind of contribution, the site is safe. And if no one contributes and I get an income in june, I have every intention to keep PPM online for as long as I can.

I'd like to point out that while PPM may look like merely a site or a community about a decadent set of games, it is much more than that. It works as a gateway to attract game developers, it gets people together, it gives visibility to the work of many people and it has certainly helped some of the community members to get their place in the game industry (or, perhaps, on other kind of business as well). And, of course, it helps people to get friends as well. And yea, some of the games we cover here are not decadent at all (I.e.: OpenRA). And even for the other "decadent", old games.... they still have more life than many games and they do have potential to be alive for many years as well.

Anyway, I, once again, ask the help of all of you guys to, please, if you have an interesting news about a project of yours... or about something else that deserves attention, to contribute with us by posting about it in the Community News. But write a news post... you know? Describe the event, explain to the reader what is it about, what happened and make some effort to get a good looking english in your post even if you are not a native english speaker (which is my case). If your news post is good enough for our standards, we'll promote it to the front page. If not, we will either rewrite it or discard it (if it has no relations whatsoever with the content of this place or if it is a shameless spam). We welcome every contribution.

Mental Omega 3.3.3 has been available for a while.

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A couple of weeks ago, Speeder has announced the release of the version 3.3.3 of Mental Omega, the most famous Yuri's Revenge mod (with Ares). It brings a lot of new stuff to the battlefield to shake with the foundations of the Allies, Soviets, Epsilon and Foehn.

First of all, you will be able to save and load games thanks to the newest Ares 1.0. But.. for those wondering if is that the really main feature, it is hard to quantify. It also has:

- a new map editor, which is completely customized version of FinalAlert 2
- 11 new singleplayer and cooperative missions, including the first 3 missions of the Foehn campaign.
- a new challenge map
- countless new skirmish maps
- and a lot of changes, bug fixes, which you can read here.







For more information and download, head to Mental Omega Official site and have fun!

Upcoming C&C Mashup 3.1 additional special weapons

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Upcoming C&C Mashup version 3.1 additional special weapons:
http://www.moddb.com/mods/cc-mashup




Special Weapons list:

Spy Plane
Info: Soviet Union, Prerequisite: Soviet Radar Tower, Cost: -, Recharge Time: 5:00
Changes: Stronger and faster plane which has bigger reveal radius.

Psychic Reveal
Info: Armies of Yuri, Prerequisite: Psychic Radar, Cost: -, Recharge Time: 4:00
Same as original. No changes.

Transaction
Info: Global Defense Initiative, Prerequisite: GDI Upgrade Center, Recharge Time: 5:00
It produces +$500 in every 5 minutes.

Spy Satellite
Info: Global Defense Initiative, Prerequisite: GDI Satellite Uplink building upgrade, Cost: -, Recharge Time: 7:00
It functions like Psychic Reveal but it has rather bigger (3.5x) reveal radius.

Reveal
Info: Brotherhood of Nod, Prerequisite: Temple of Nod, Cost: $500, Recharge Time: 6:00
Same reveal radius like the original Psychic Reveal but it has activation cost.

E.M. Pulse
Info: Brotherhood of Nod, Prerequisite: EMP Cannon, Cost: -, Recharge Time: 6:00
Conversion from Tiberian Sun. No other changes.

Force Shield
Info: Available for all countries except GDI, Prerequisite: Battle Lab, Cost: $2000, Recharge Time: 7:00
Changes: It functions like the original but it has activation cost.

Super Force Shield
Info: Global Defense Initiative, Prerequisite: Force Shield Generator, Cost: -, Recharge Time: 7:00
Against the regular Force Shield, this doesn't require power source to activate.
Players can't have both Force Shield Generator and Firestorm Generator at same time. When one of them is placed, the other one becomes unavailable.

Firestorm Defense
Info: Global Defense Initiative, Prerequisite: Firestorm Generator, Cost: -, Recharge Time: 5:00
Conversion from Tiberian Sun.
Players can't have both Force Shield Generator and Firestorm Generator at same time. When one of them is placed, the other one becomes unavailable.

Sonar Pulse
Info: Allied or GDI, Prerequisite: Allied/GDI Shipyard + Allied/GDI Battle Lab, Cost: $1000, Recharge Time: 6:00
Conversion from Red Alert 1. Decloak enemy underwater units for 10 seconds.

Tank Drop
Info: Available only for USA (Allied Nations), Prerequisite: Allied Battle Lab, Cost: $2000, Recharge Time: 7:00
Drops 4 Grizzly Battle Tanks and 4 IFVs.

Tyranny
Info: Available only for EU (Allied Nations), Prerequisite: Allied Battle Lab, Cost: $2000, Recharge Time: 7:00
The idea is from the first mission of the Soviet campaign in RA2YR where Tyrannosaurus Rexes attack the soviet army.

Airstrike
Info: Available only for Asian Alliance (Allied Nations), Prerequisite: Allied Battle Lab, Cost: $2000, Recharge Time: 7:00
4 planes strike with missile shower

Overvoltage
Info: Available only for Russia (Soviet Union), Prerequisite: Soviet Battle Lab, Cost: $2000, Recharge Time: 7:00
It has a small hit on building and units with EMP effect.

Rad 'Em!
Info: Available only for African Empire (Soviet Union), Prerequisite: Soviet Battle Lab, Cost: $2000, Recharge Time: 7:00
Not just a short-term radiation field. The hit points on the affected units decrease by 50% for 40 seconds.

Terror Drop
Info: Available only for Latin Confederation (Soviet Union), Prerequisite: Soviet Battle Lab, Cost: $2000, Recharge Time: 7:00
Drops 6 Terror Drones. (Drops 8 Terror Drones only in 'Red Alert' skirmish/multiplayer game mode!)

Brain Trust
Info: Available only for Armies of Yuri, Prerequisite: Yuri Battle Lab, Cost: $2000, Recharge Time: 7:00
It affects in a 3x3 area. Affected owner's or friendly units will be stronger and faster for 2 minutes.

Drop Pod
Info: Global Defense Initiative, Prerequisite: GDI Upgrade Center, Cost: $2000, Recharge Time: 7:00
Conversion from Tiberian Sun. Drops 7-8 elite infantry types: Light Infantry and Disc Thrower

Chemical Missile
Info: Brotherhood of Nod, Prerequisite: Nod Missile Silo and Tiberium Waste Facility, Cost: $2000, Recharge Time: 7:00
Conversion from Tiberian Sun.

Brain Numbness
Info: Armies of Yuri, Prerequisite: Numbing Device, Cost: -, Recharge Time: 5:00
It affects in a 4x4 area. Affected enemy units will be slower and weaker for 1 minute.
This super weapon is available ONLY in 'Clear Mind' or 'Anti-Theft' skirmish/multiplayer game mode!
In these game modes Tiberium Mutation or Chaos Lightning are unavailable.

Brain Explosion
Info: Armies of Yuri, Prerequisite: Psychic Dominator, Cost: -, Recharge Time: 10:00
This super weapon is available ONLY in 'Clear Mind' or 'Anti-Theft' skirmish/multiplayer game mode!
In these game modes Psychic Dominator super weapon is unavailable.

Meteor Shower
Info: Stolen tech super weapon, Available for all countries, Prerequisite: Pyramid of Nod, Cost: $2000, Recharge Time: 10:00
After a spy infiltrated the Temple of Nod, Pyramid of Nod becomes available.

The mod works with 'Ares' - YR Expansion DLL - https://launchpad.net/ares/+download
GDI/Nod asset from C&C Rewire mod - https://ppmforums.com/index.php?f=163

GameFront is back in track for... errr...2 weeks.

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As someone who has been running a modding website for so long, I've seen big sites going down. From the RADEN, CNCDEN, Planet CnC, among others.... one of those was Filefront (later renamed to GameFront) and its Command & Conquer subsection. It was a good location to find game patches, mods, some tools... and the good old movies from JohnWE. Those were fun times... and I've never tried to challenge his self-proclaimed title of being "the biggest C&C fan". He was really big in person. Much bigger than I am.

Anyway, GameFront was gone since 2016.... was.... was gone. Not anymore. Because it is back... since march 11th. Regarding JohnWE, I don't know how he is doing anymore. The Command & Conquer games there will certainly be handled by our friend Plokite Wolf, who also happens to be one of the guys behind CNCNZ.com. The whole portal was bought by DBolical, the same group that owns ModDB.com.

And GameFront is now one big site. Go there, find your game and browse its files. It should be a good place to mirror your mod files. Here's their welcome message:

Quote:
We're super excited to welcome everybody back to the new and improved GameFront!   

The new site utilises data which was backed up by the GameFront team, who have restored it to its former glory in an all new custom built website, meaning it will be the definitive place to find all the classic GameFront files, with previously lost author, description, readme and other metadata fully restored. In addition, the site also features fully restored news articles, as well as the original GameFront forums.

But we?re not just about nostalgia, the new website allows creators to upload unlimited gaming files to their accounts quickly and easily, suggest new games and categories and fully customise their profile and download pages with images, videos and more, to make your own unique portal for your creations.    Finally, a shout out to all the volunteers from the original GameFront and newcomers to the team who, over the last number of months have worked very hard and tirelessly to restore GameFront to it?s former glory. You guys are all amazing.

This is truly the GameFront we always imagined, built by the community, for the community.  

- The GameFront Team

YR- Red Resurrection 2.2 comming soon.

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OmegaBolt has recently posted an announcement on the upcoming YR Red Resurrection 2.2. According to him, here's the features you can expect on it:

Quote:
- Two factions, the Allies and the Soviets with new arsenals.
- Four countries per faction, each with 12-15 unique units, structures and support powers.
- An entirely rebalanced experience with rapid, dynamic gameplay providing the player with plenty of opportunities for attack.
- Over 300 multiplayer maps and several game modes, including Dead Rising - where infantry killed in combat rise from the dead.
- The vanilla Red Alert 2 campaign ported to work with the additional content of Red-Resurrection.
- The CnCNet 5 client from rampastring, with additional unique features and menu themes.



And there is a video where you can see what is he talking about:



Upcoming important OpenRA changes for modders.

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Our friend pchote, one of the most important developers from OpenRA has recently shared a note about an important change that modders of OpenRA might have to take into account when making your mod suppor the latest version of the OpenRA game engine.

OpenRA is a game engine that suffers constant transformations and it is under an endless development, unlike a game like Tiberian Sun, where the original developers doesn't touch it for miserable 20 years... or almost that. And, as such, they are trying to repair some eventual design mistakes, which might make them to change certain tags from the yaml files. This brings an obstacle to the modder itself to keep up to date with these changes and it may prevent mods that are no longer being developed to work in the latest OpenRA. So, for this reason, the developers of OpenRA have been reforming their Mod SDK not just to allow mods to have their old engine in the user's computer even if the engine gets updated during this time and they have also added a tool to help modders to update their mods to the latest version of the engine, which is exactly what this change do. It should be available in the next play tests and release versions:


Quote:
The key points to know about the new system are:

All changes to the mod rules are expected to define an update rule, even if it only lists the changes that a modder needs to make manually.
The default commands for the updater list information about the changes; an explicit --apply command must be given before any changes are made. This makes the updater our primary documentation for compatibility changes.
Each update "rule" is considered independently, and can be applied individually (e.g. when working on bleed), or as part of an "update path" from a labelled tag to the current HEAD.
If a rule throws an exception then its changes will be reverted and any other updates in the path will be applied.


Here's a sample when updating the RA Classic from release 20180218 to the bleed:

Code:
$ ./utility.sh --update-mod
--update-mod SOURCE [--detailed] [--apply] [--skip-maps]
Valid sources are:
Update Paths:
release-20180218
release-20180307
Individual Rules:
SplitTurretAimAnimation
RenameWormSpawner
RemoveWithReloadingSpriteTurret
RemoveWeaponScanRadius
DefineSoundDefaults
RemoveTerrainTypeIsWaterFlag



Code:
$ ./utility.sh --update-mod release-20180218 --detailed
Found 6 API changes:
* RemoveTerrainTypeIsWaterFlag: Remove TerrainType IsWater flag
The IsWater flag on terrain type definitions has been unused for some time.
This flag has now been removed from the tileset yaml.

* RemoveWeaponScanRadius: Remove Weapon ScanRadius parameters
The *ScanRadius parameters have been removed from weapon projectiles and warheads.
These values are now automatically determined by the engine.
CreateEffect.ImpactActors: False has been added to replace VictimScanRadius: 0

* SplitTurretAimAnimation: Introduce WithTurretAimAnimation trait
WithSpriteTurret.AimSequence and WithTurretAttackAnimation.AimSequence
have been split into a new WithTurretAimAnimation trait.

* DefineSoundDefaults: Move mod-specific sound defaults to yaml
Mod-specific default sound values have been removed from several traits.
The original values are added back via yaml.

* RenameWormSpawner: WormSpawner renamed and generalized to ActorSpawner
The D2k-specific WormSpawner trait was renamed to ActorSpawner,
generalized, and moved into the common mod code.

* RemoveWithReloadingSpriteTurret: Remove WithReloadingSpriteTurret trait
WithReloadingSpriteTurret has been superseded by conditions.
The trait is switched for with WithSpriteTurret.


Run this command with the --apply flag to apply the update rules.



Code:
$ ./utility.sh --update-mod release-20180218 --apply
WARNING: This command will automatically rewrite your mod rules.
Side effects of this command may include changing the whitespace to
match the default conventions, and any yaml comments will be removed.

We strongly recommend that you have a backup of your mod rules, and
for best results, to use a Git client to review the line-by-line
changes and discard any unwanted side effects.

Press y to continue, or any other key to cancel: y

RemoveTerrainTypeIsWaterFlag: Remove TerrainType IsWater flag
Updating mod... COMPLETE
Updating system maps... COMPLETE

RemoveWeaponScanRadius: Remove Weapon ScanRadius parameters
Updating mod... COMPLETE
Updating system maps... COMPLETE

SplitTurretAimAnimation: Introduce WithTurretAimAnimation trait
Updating mod... COMPLETE
Updating system maps... COMPLETE

DefineSoundDefaults: Move mod-specific sound defaults to yaml
Updating mod... COMPLETE
Updating system maps... COMPLETE
Manual changes are required to complete this update:
* The default value for ParaDrop.ChuteSound has been removed.
You may wish to explicitly define `ChuteSound: chute1.aud` at the following locations
if the sound has not already been inherited from a parent definition.
* rules/aircraft.yaml:3

* The default value for Building.BuildSounds has been removed.
You may wish to explicitly define `BuildSounds: placbldg.aud, build5.aud` at the following locations
if the sound has not already been inherited from a parent definition.
* rules/misc.yaml:272
* rules/misc.yaml:293
* rules/misc.yaml:315
* rules/misc.yaml:331
* rules/misc.yaml:349
* rules/misc.yaml:506
* rules/defaults.yaml:468
* rules/defaults.yaml:707
* rules/defaults.yaml:746
* rules/defaults.yaml:841
* rules/defaults.yaml:863
* rules/husks.yaml:212
* rules/husks.yaml:222
* rules/husks.yaml:232
* rules/husks.yaml:242
* rules/husks.yaml:252
* rules/husks.yaml:262
* rules/husks.yaml:272
* rules/husks.yaml:282
* rules/husks.yaml:295
* rules/husks.yaml:305
* rules/husks.yaml:315
* rules/husks.yaml:325
* rules/husks.yaml:335
* rules/husks.yaml:345
* rules/husks.yaml:355
* rules/husks.yaml:365
* rules/husks.yaml:375
* rules/husks.yaml:385
* rules/husks.yaml:395
* rules/husks.yaml:405
* rules/husks.yaml:415
* rules/structures.yaml:15
* rules/structures.yaml:107
* rules/structures.yaml:189
* rules/structures.yaml:271
* rules/structures.yaml:319
* rules/structures.yaml:446
* rules/structures.yaml:473
* rules/structures.yaml:510
* rules/structures.yaml:555
* rules/structures.yaml:592
* rules/structures.yaml:632
* rules/structures.yaml:674
* rules/structures.yaml:712
* rules/structures.yaml:762
* rules/structures.yaml:824
* rules/structures.yaml:923
* rules/structures.yaml:989
* rules/structures.yaml:1084
* rules/structures.yaml:1117
* rules/structures.yaml:1154
* rules/structures.yaml:1184
* rules/structures.yaml:1287
* rules/structures.yaml:1344
* rules/structures.yaml:1473
* rules/structures.yaml:1491
* rules/civilian.yaml:64
* rules/civilian.yaml:90
* rules/civilian.yaml:109
* rules/civilian.yaml:129
* rules/civilian.yaml:145
* rules/civilian.yaml:161
* rules/civilian.yaml:178
* rules/civilian.yaml:189
* rules/civilian.yaml:200
* rules/civilian.yaml:363
* rules/civilian.yaml:385
* rules/civilian.yaml:412
* rules/civilian.yaml:476
* rules/civilian.yaml:496
* rules/civilian.yaml:516
* rules/civilian.yaml:536
* rules/civilian.yaml:578
* rules/civilian.yaml:592
* rules/civilian.yaml:606
* rules/civilian.yaml:620
* rules/civilian.yaml:640
* rules/civilian.yaml:651
* rules/civilian.yaml:665
* rules/civilian.yaml:684
* rules/civilian.yaml:702
* rules/civilian.yaml:711
* rules/civilian.yaml:720
* rules/civilian.yaml:729
* rules/civilian.yaml:746
* rules/civilian.yaml:767
* rules/civilian.yaml:784
* rules/civilian.yaml:802
* rules/civilian.yaml:818
* rules/decoration.yaml:3
* rules/decoration.yaml:15
* rules/decoration.yaml:27
* rules/decoration.yaml:39
* rules/decoration.yaml:51
* rules/decoration.yaml:63
* rules/decoration.yaml:75
* rules/decoration.yaml:87
* rules/decoration.yaml:104
* rules/decoration.yaml:116
* rules/decoration.yaml:128
* rules/decoration.yaml:140
* rules/decoration.yaml:152
* rules/decoration.yaml:164
* rules/decoration.yaml:176
* rules/decoration.yaml:188
* rules/decoration.yaml:200
* rules/decoration.yaml:212
* rules/decoration.yaml:224
* rules/decoration.yaml:236
* rules/decoration.yaml:248
* rules/decoration.yaml:332
* rules/decoration.yaml:345
* rules/decoration.yaml:358
* rules/decoration.yaml:387
* rules/decoration.yaml:395
* rules/decoration.yaml:403
* rules/decoration.yaml:411
* rules/decoration.yaml:419
* rules/decoration.yaml:427
* rules/decoration.yaml:435
* rules/decoration.yaml:459
* rules/decoration.yaml:472
* rules/fakes.yaml:17
* rules/fakes.yaml:54
* rules/fakes.yaml:89
* rules/fakes.yaml:117
* rules/fakes.yaml:138

* The default value for Building.UndeploySounds has been removed.
You may wish to explicitly define `UndeploySounds: cashturn.aud` at the following locations
if the sound has not already been inherited from a parent definition.
* rules/misc.yaml:272
* rules/misc.yaml:293
* rules/misc.yaml:315
* rules/misc.yaml:331
* rules/misc.yaml:349
* rules/misc.yaml:506
* rules/defaults.yaml:468
* rules/defaults.yaml:534
* rules/defaults.yaml:583
* rules/defaults.yaml:707
* rules/defaults.yaml:746
* rules/defaults.yaml:841
* rules/defaults.yaml:863
* rules/husks.yaml:212
* rules/husks.yaml:222
* rules/husks.yaml:232
* rules/husks.yaml:242
* rules/husks.yaml:252
* rules/husks.yaml:262
* rules/husks.yaml:272
* rules/husks.yaml:282
* rules/husks.yaml:295
* rules/husks.yaml:305
* rules/husks.yaml:315
* rules/husks.yaml:325
* rules/husks.yaml:335
* rules/husks.yaml:345
* rules/husks.yaml:355
* rules/husks.yaml:365
* rules/husks.yaml:375
* rules/husks.yaml:385
* rules/husks.yaml:395
* rules/husks.yaml:405
* rules/husks.yaml:415
* rules/structures.yaml:15
* rules/structures.yaml:107
* rules/structures.yaml:189
* rules/structures.yaml:271
* rules/structures.yaml:319
* rules/structures.yaml:446
* rules/structures.yaml:473
* rules/structures.yaml:510
* rules/structures.yaml:555
* rules/structures.yaml:592
* rules/structures.yaml:632
* rules/structures.yaml:674
* rules/structures.yaml:712
* rules/structures.yaml:762
* rules/structures.yaml:824
* rules/structures.yaml:923
* rules/structures.yaml:989
* rules/structures.yaml:1084
* rules/structures.yaml:1117
* rules/structures.yaml:1154
* rules/structures.yaml:1184
* rules/structures.yaml:1287
* rules/structures.yaml:1344
* rules/structures.yaml:1473
* rules/structures.yaml:1491
* rules/civilian.yaml:64
* rules/civilian.yaml:90
* rules/civilian.yaml:109
* rules/civilian.yaml:129
* rules/civilian.yaml:145
* rules/civilian.yaml:161
* rules/civilian.yaml:178
* rules/civilian.yaml:189
* rules/civilian.yaml:200
* rules/civilian.yaml:363
* rules/civilian.yaml:385
* rules/civilian.yaml:412
* rules/civilian.yaml:476
* rules/civilian.yaml:496
* rules/civilian.yaml:516
* rules/civilian.yaml:536
* rules/civilian.yaml:578
* rules/civilian.yaml:592
* rules/civilian.yaml:606
* rules/civilian.yaml:620
* rules/civilian.yaml:640
* rules/civilian.yaml:651
* rules/civilian.yaml:665
* rules/civilian.yaml:684
* rules/civilian.yaml:702
* rules/civilian.yaml:711
* rules/civilian.yaml:720
* rules/civilian.yaml:729
* rules/civilian.yaml:746
* rules/civilian.yaml:767
* rules/civilian.yaml:784
* rules/civilian.yaml:802
* rules/civilian.yaml:818
* rules/decoration.yaml:3
* rules/decoration.yaml:15
* rules/decoration.yaml:27
* rules/decoration.yaml:39
* rules/decoration.yaml:51
* rules/decoration.yaml:63
* rules/decoration.yaml:75
* rules/decoration.yaml:87
* rules/decoration.yaml:104
* rules/decoration.yaml:116
* rules/decoration.yaml:128
* rules/decoration.yaml:140
* rules/decoration.yaml:152
* rules/decoration.yaml:164
* rules/decoration.yaml:176
* rules/decoration.yaml:188
* rules/decoration.yaml:200
* rules/decoration.yaml:212
* rules/decoration.yaml:224
* rules/decoration.yaml:236
* rules/decoration.yaml:248
* rules/decoration.yaml:332
* rules/decoration.yaml:345
* rules/decoration.yaml:358
* rules/decoration.yaml:387
* rules/decoration.yaml:395
* rules/decoration.yaml:403
* rules/decoration.yaml:411
* rules/decoration.yaml:419
* rules/decoration.yaml:427
* rules/decoration.yaml:435
* rules/decoration.yaml:459
* rules/decoration.yaml:472
* rules/fakes.yaml:17
* rules/fakes.yaml:54
* rules/fakes.yaml:89
* rules/fakes.yaml:117
* rules/fakes.yaml:138


RenameWormSpawner: WormSpawner renamed and generalized to ActorSpawner
Updating mod... COMPLETE
Updating system maps... COMPLETE

RemoveWithReloadingSpriteTurret: Remove WithReloadingSpriteTurret trait
Updating mod... COMPLETE
Updating system maps... COMPLETE

Semi-automated update complete.
Please review the messages above for any manual actions that must be applied.



I don't know if this feature is finished yet, but you should take into account that modding OpenRA should become easier as this system advances.

We will no longer do any kind of April's Fool's joke.

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That lovely time of the year has arrived just again, the lovely first day of April. In internet, it starts in Kiribati (Christmas Islands) GMT +14 and it ends of Baker Island, GMT -12. Those are fun time where the craziest news hits the web and PPM has been traditionally part of this fun for many years.

However, world is changing and one of the problems that are causing havoc in the internet is something that is being called Fake News. Disinformation, fictions created all over the year with the purpose destroying the reputation of entities or turning people against others. Some people may claim that these fake news can decide elections. Others that it can kill people, cause accidents. Fake news are being denounced by authorities all around the world, hunted by the major media corporations. We do not want any connection of PPM with these evil things. Project Perfect Mod is a community about making game modifications and its resources. It is not about tricking people or spreading hate.

So, in order to prevent more confusion, we decided to no longer create april's fools jokes, as they could be easily confused with fake news. It may sound like a fool thing for some of you, but prevention is our best medicine against problems that may rise from it.

And we have a considerable curriculum with some very nasty april's fools joke that were done in our past. There were fake tool beta testing, open source softwares that became shareware,
a ultimate graphic editor that has gone nowhere, an attempt to allow users to sell their content in our forums, a special invitation for nothing, among other absurd things.... and even the news from our friends included buying spree activities from Electronic Arts.

We will not repeat these mistakes again and we will not come up with a lie saying that we will not do these things again. We will always be your reliable place even during these moments. Enough of #FakeNews, we are done here.
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