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YR Red-Resurrection 2.2 released!

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YR Red-Resurrection 2.2 released!



Soviet invasion confirmed! This is not a drill! YR Red-Resurrection 2.2 is finally here, no joke!

It is by the far biggest update to the mod ever, having taken the last year to develop (to the month), driven largely by the interest and feedback fromt the little discord community that has developed. The original goal was simply to port the mod to the CnCNet 5 client, making it possible to play online again and increase accessibility, but as it went along it resulted in almost totally overhauling the eight countries as well, making them very individual and unique.



Tonnes of work has gone into this and I definitely want to thank the testers and contributors for making it possible and, largely, a fun experience. #Tongue Particularly a thanks needs to go to Starkku for making this entire thing possible by providing lots of technical support, particularly with the client, and the toolset he has developed.

And now its out!

Features

  • Two factions, the Allies and the Soviets with all 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 140 new units, structures & support powers (with 75+ added in this patch alone!).
  • Over 300 multiplayer maps and several game modes, including Dead Resurrection - 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 & Starkku, with additional unique features.
  • Also includes an offline manual and map editor!


DOWNLOAD NOW

And if you wish to take part in the growing Red-Resurrection community, follow the links below!

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Frontline Chaos march update

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Our friend Dutchygamer has recently posted a progress report about Frontline Chaos at ModDB.com. Frontline Chaos is a total conversion for Generals: Zero Hour that brings two factions (Revenant and Legion) in an apocalyptical future dominated by the sinister M-Tec Corporation and its private army. Here's what he wrote:

Quote:
In this first update of 2018, various bits and pieces of work
that has been done in the time between last update and now.



Ho boy, am I good at regular updates. Almost another half year since last update. So what has been happening to Frontline Chaos in the mean time? I'll try to sum it up in one big picture:





From left to right, top to bottom:
Legion defences; Tech structure captured model update; Legion Dragoon; Tech structure captured model update
Tech Repair Bay; Fixed / expanded burning shrubbery 1; 2; Civilian Bunker variant
Tech Field Hospital; Revenant Crawler; Air unit marker; New explosion FX / debris

In this update, I will focus on the Legion defences and the Legion Dragoon. You can see the remainder as a sneak preview of things to come...



Gyret Turrets are light automated defences that protect Legion installations against infantry raids. Armed with two 20mm Gyret guns, it can quickly spit out rocket-propelled projectiles which detonate on impact. While meant as a deterrence against infantry, a Gyret Turret will also punish lighter vehicles that get within range.



Storm Cannons are dual-purpose defensive emplacements used by Legion forces. Equipped with a quadruple of 50mm flak cannons, which are fired in pairs to provide a continuous rate of fire. An unique feature among Legion's flak weapon designs enables it to be used against both air and ground targets. Vehicles will get pummelled into submission by the continuous rain of shells, and aerial targets get shredded by a storm of shrapnel.



Dragoons are large 4x4 armoured vehicles used by motorized Legion forces to perform reconnaissance duties. A powerful engine combined with a low center of mass makes the Dragoon one of the fastest vehicles on the battlefield. Outfitted with an automated twin-barreled Gyret turret, it can pick off enemy infantry before they can pose a threat to allied vehicles. To complement its intended duties, a Dragoon is equipped with various sensors which enables it to locate enemies before they can see it in return.

Armoured enough to withstand bullets and light ordnance, the Dragoon was never designed to take on anything bigger then itself. When faced with enemy vehicles, it must either rely on allies to take out the armoured threat, or use its greater mobility to stay clear.


This pretty sums up the first update featuring the Legion faction.
As shown in the compilation image at the top there is plenty more to show, but all in due time.
Dutchygamer signing off.



Check more information about this mod at the Frontline Chaos forums.

New TS-DDraw release requires testers

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For those who love playing Tiberian Sun, Red Alert 2 and their respective expansions and have the "lovely" windows 10, there is a present for you, from our friend FunkyFr3sh. TS D-Draw "emulates" direct draw in recent machines, allowing you to play these games on window mode, or simply without black screens, invisible menus and other problems like that.

FunkyFr3sh has recently released a new version and requires testers. It either emulates direct draw with GDI or OpenGL. It seems that GDI's version is working better at the moment. Here's what he says about it:

FunkyFr3sh wrote:
Download: http://downloads.cncnet.org/Games/RedAlert2/ts-ddraw.zip

Updated config tool (Tiberian Sun Only): http://downloads.cncnet.org/addons/ts-config.7z



Should work for Tiberian Sun, Red Alert 2 and Yuri's Revenge.




For all those who don't know TS-DDraw, this is what it can do:

Working windowed mode without having to change windows to 16bit

Makes the game running smooth on Windows 8 / 10 and wine ( You can try it on 7/Vista too)

Can fix black screens, invisible menus and other issues
...



I recommend the GDI version, but you can try the OpenGL one too

YR Red-Resurrection post 2.2 support

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Since the release of the patch 2.2 for YR Red-Resurrection, OmegaBolt has already released mini 4 patches for it. The full changelog is HERE. These mini patches fixes many bugs, change the ballance of the game and even added a new game mode called Scavengers where you start with a mobile war factory and some mercenaries... perhaps it may remind Tiberian Twilight for some of you, but i hope it is better than that. Here's the full list of changes so far:

Quote:
07/04/2018 2.2.4
- Updated client:
- Optimizations and bugfixes to loading of saved skirmish settings.
- Improvements to startup permissions check (should now consider running client in Program Files without admin privileges as insufficient permissions).
- Changes to updater to hopefully alleviate issue where client keeps file handles open after version checks
- NEW GAMEMODE: Scavengers - Start with a War Machine (Mobile War Factory), mercs & support powers, and collect crates to grind them to build units. Destroy the enemy War Machine
- Added various infantry crates if the crate option is enabled
- Updated Textless Cameos pack
- Apocalypse: fixed missing turret bug
- Battle Fortress
- Can no longer lift Stormfronts and Stalin's Fists, in line with being unable to lift T4 units in general
- Bishop can now gain veterancy
- Sand Rush (2): fixed terrain bugs
- Offensive Tactics (6): added additional ore drills


06/04/2018 2.2.3
- Fixed issue that prevented Yugoslavian AI or any Soviet AI in End of Nations or Unholy Alliance from building up to full tech
- Can no longer build off ally buildings in missions, as it wasn't available in vanilla and breaks some stuff
- Textless Cameos addon:
- Fixed Dreadnought still displaying text
- Fixed Tech Airport Paradrop still displaying text
- Bishop:
- Increased damage by 100
- Increased cost by 100
- Demo Truck cost increased from 1000 to 1500. Removed build multiplier


05/04/2018 2.2.2
- NEW FEATURE: Added Textless Cameos Pack under the Settings -> Components tab, an optional pack which removes text from the sidebar icons
- Updated missions:
- Fixed a vanilla bug in all missions which made the AI less productive on hard than on easy
- Fixed availability of units for the AI so it should now use a more varied selection of the RedRes arsenal against you
- A07: Soviet base should now build properly
- A10: Fixed AI not attacking
- A11: Fixed availability of Combat Drugs, Emergency Repair & Prism Tank
- A12: Can no longer build a clone Tesla Coil & now need to kill the Black Guard infantry to complete the objective
- S11: Added Tors around the Kremlin
- Fixed palette issues with snow version of LA civilian buildings
- Fixed remap issues on Woytek


03/04/2018 2.2.1
- Updated the manual
- Updated missions:
- A03: fixed bug that prevented AI from properly garrisoning battle bunkers
- A04: added Grand Cannons back
- A11: Squids no longer grapple player units
- S02 & S03: can no longer build terror drones as they are introduced in S04
- S10: added preplaced Archangels & a Grand Cannon near the WCD
- S12: added preplaced Archangels around the Chronosphere & Grand Cannons along the route
- Updated the AI:
- will now build Solaris Communicator
- will now build Grand Cannons
- should no longer get stuck building Shock Mines
- Soviet AI should now use the Iron Curtain & garrison battle bunkers
- Maps:
- NEW: Ruination (6) by Black Snow
- Snowdog (6): Can now build navy
- Offensive Tactics (6): Can no longer build navy
- Final Frontier: Hallucinations (2) updated
- Sole Survivor:
- Demo Trucks are now able kill one another
- There is now a 5 minute timer, after which the map will be revealed to all
- Bridge huts no longer exist
- Final Frontier:
- Sides no longer start with both Allied & Soviet Space Marines
- Fixed flag buildings on snow theatre
- Sonic Enforcers now gain veterancy from killing things along their line of fire
- Dante now gains veterancy from killing things along his line of fire
- X-Soldier:
- Cost reduced from 1100 to 1000
- When trained with Arms Deal it now has the same vocals as a normal X-Soldier
- Fixed Fury Drone showing incorrect shadow colours at certain angles



And here's a sneak peak on the Textless Cameos Pack from patch 2.2.2:




If you already have YR Red-Resurrection 2.2, use the client to get the latest patches. If you don't have it, download the mod at its ModDB profile. Have fun!

New screenshots and particle effects from Contra

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The arsenal from the USA is growing larger on Contra, one of the most famous modifications for Command & Conquer Generals: Zero Hour. They've recently had an Easter progress report on their site displaying some interesting buildings for the mod such as:




And there is also a video showing new particle effects in action:






For more information about this mod and to download its latest version, head to Contra website and enjoy it.

Shattered Paradise's Dev Blog#3

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Welcome to another Shattered Paradise's Dev Blog. It seems that a little over 1.5 years have passed since the last one. Three years ago, Shattered Paradise began as a project on the OpenRA engine, since then, the mod had many changes that manage to differentiate the mod from the original Tiberian Sun while also removing some of its limitations. SP is meant to expand Tiberian Sun, along with its gameplay, by adding three new factions: CABAL, Mutants, Scrin and improving the existing ones.

https://i.imgur.com/ABYaI8o.gif (Gif not shown intentionally to save up net)

So, what has happened on the last 1.5 years? First, mod development stopped after I ran out of testers, the mod had enough content, and without testing, it wasn?t possible to continue, so I founded a second mod (Nomad Galaxy), worked on it as much as I could, and stopped until I hit some limitations, I was also busy with my thesis at the university all along the way, so that?s why there wasn?t much activity.


The mammoth tank you can see now was made by ErastusMercy but spritifed with a renderer software, actually, most of the voxels have been spritified the same way to improve performance, the Mammoth MK II remake was done by myself.


After that, development was resumed after ZxGanon and Voidwalker entered testing and got me motivated enough to continue, so far ZxGanon has taken care on faction balance, where we are getting good results, meanwhile, users like Graion Dilach, Boolbada, MustaphaTR and Voidwalker helped improving the engine, allowing us to reduce its limtations and do things that wasnt possible, like customized super weapons, It was a long journey but somehow, we managed to cross most of it.

1) Balance Changes

First off, we simplified most units of the mod, removing custom armor types or uncrushable traits, this with the aim to make the game easier to understand and help balancing it. What is the point of having cyborgs with heavy armor if vehicles also have it, your opponent will be able to kill you with a single weapon type, instead we give them infantry armor but rise their hp. On the other hand, having random uncrushable units isn't really fun either, because people wont know what they can crush and what not, making desperate actions that much more frustrating.

https://i.imgur.com/722WAsc.gif (Gif not shown intentionally to save up net)

Another change we did was flatten the units of each side, basic helicopters are somewhat alike, which means air combat is reduced to unit amount and micro, which is way better than having one helicopter winning over another due to a random stat difference, that you cant see ingame of course, also their falling damage is increased, meaning you can sacrifice them if you are desperate.



Other miscellaneous changes include the eco, unit speeds, tier balance, where we tried to ensure that no unit becomes obsolete as the game goes on, so trash units can beat high tier units when there are enough numbers, while the high tier units give the player advantages, but don't give them a win button.

2) Graphical Changes

While I considered most of the graphics finished, there were still things that could be improved but wasn?t worth it because there wasn?t people playing, now things have changed, and as such, I have so I have spent time doing extra models for the game, examples of these are the new construction yards / mcvs, the MK II, the Juggernaut, and so on. One thing I want to point out is that I don?t plan on redoing the vanilla graphics, the work required is too much for a single person, and there are better things to work on like other mods, or expanding civilian assets if there is need for that.



3) Discord server and Streaming

Since the development of this mod stopped due to the lack of testers, that also motivated me to close the server as it was depressing to see an inactive server every day. At this point, the server was created a while ago but its closed to the public until the mod is ready, that way we don?t suffer from the same problem again.



On the other hand, SoScared and FiveAces stream this mod frequently, you could follow them if you are interested, both users and even myself are present on the OpenRA discord, in case you want to ask for details.

4) Mod features.

    5 factions that have different playstyles, but still keep to the C&C spirit.
    Unit changes for GDI and Nod, that aim to improve their faction overall so they can keep up with the rest.
    Over 100 playable maps taken from many different sources (all authors are given due credit, of course).
    Many miscellaneous improvements from Tiberian Sun, like aircraft that don't require micro to be effective, batch queues for quick changes in production orders, or attack move commands, flipped refineries that ease up map balance.
    Tech structures that allow mappers to set up points to contest early.
    In the interest of avoiding a burnout, we wont be focusing on making a campaign for now, as it wasn't really a part of the main plan, and we are not prepared to work on that yet. On the other hand we encourage people to give us a hand on that matter.


Hence, in terms of contributions, we are still searching for these:

    Voice-actors for many of the remaining units.
    A dedicated mapper for campaign design.
    A lua scripter for extra campaign support.


5) Last but not least, let me introduce to you to the current Shattered Paradise team:

    Nolt: Founder, Creator of Shattered Paradise, and graphics maker.
    ZxGanon: Gameplay Designer, Streamer, Map balancer, Voice Actor.
    Voidwalker: OpenRA Coder with passion.
    Graion Dilach: OpenRA Coder and creator of AS (without this, nothing would work).
    Apollo: Effect expert.
    BoolBada: OpenRA Coder.
    jaZz_KCS and jrb0001: Server providers.
    SoScared and FiveAces: Streamers.
    Siv: Writer and Editor.
    Veteran testers: Windawz, J Mega Tank, Kwendy, Orb, Trempler, 010010.
    That concludes this dev blog. Stay tuned for the next one where we'll take a closer look at the units and more game mechanics.


Article created by Nolt, Siv and ZxGanon, using footage from maps made by MadHQ, Trempler and Ixith.

INI Transformer, AI Clean, AI Checker releases and updates..

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During this week, a couple of INI file editing tools were updated and one of them was even released. I'm talking about the INI Transformer, recently released by linq2js and the AIClean and AICheck being recently updated by G-E.


INI Transformer

INI Transformer is a tool that simplifies several processes of code reutilization on rules.ini like files. You can declare variables with @, build INI section templates, auto merge properties from the same section on different files, auto-append new items into lists, import the content of one INI file into another with @require, among other features. The full explanation for all these features and the ones I failed to mention should be seen at this topic. You can download the version from April 16th here at PPM or the very latest version at linq2js's Google Drive account.

Note that this is not the first tool made with this purpose. Nonetheless, the auto-append and offuscate features are not implemented in the other tool. However, this one doesn't have the maths and the multi-line comments.


AI Check and AI Clean

G-E has recently updated his tools that helps people to have a flawless AI code. AI Check 5.0 has checks for things like transports, and defensive teams, etc. AI Clean 5.2 has received the following features, as written by G-E:

- Now has the unit tag sorting in an external .cfg for easy arranging.
- Now supports tag sorting on buildings as well.
- Replaces missing Name= tags with a missing string including the heading.
- Automatic configuration defaults if .cfg or options are missing/invalid.
- Improved output neatness.
- More Yurified.
- Added more stuff to the aiclean.cfg and reshuffled a few things for what I think is better grouping, and updated the header in the .tcl to have better descriptions of how each feature works.


These tools from G-E are mostly focused on Red Alert 2, but INI Transformer works well for other games that also use INI files, such as Tiberian Sun and even Generals/Zero Hour.

TS-DDraw 1.1.3.0 has been released.

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In a recent news, we have announced that TS-DDraw was looking for testers. So, thanks to the effort of our community (and certainly others as well), there were new releases in the meantime. The latest one happened about 24 hours ago, which is the version 1.1.3.0.

For those who are not aware, TS D-Draw "emulates" direct draw in recent machines, allowing you to play games like Tiberian Sun, Red Alert 2 and its respective expansions on window mode, or simply without black screens, invisible menus and other problems like that.

Here's the changelog from versions 1.1.2.0 and 1.1.3.0:


Quote:
1.1.2.0

- Improved scaling performance
- Fixed color issues on main menu (OpenGL + RA2 / YR)
- Cursor is now locked in windowed mode and can be unlocked by opening the menu or pressing [Ctrl]+[Tab] or [RCtrl]+[RAlt]
- Window can now be closed by pressing the X button or via taskbar menu
- Fix for invisilbe menus on focus loss or window move
- Fix for invisible menu on Load/Save/Delete (Tiberian Sun)
- Fixed a GDI handle leak
- Mouse will now be centered to the window on maxmize
- Window is now centered to the screen in windowed mode
- Fix for invisible menus on [Alt]+[Tab] (RA2 / YR)
- Few other random fixes...


1.1.2.0 was the last version with OpenGL support. 1.1.3.0 is GDI only.


Quote:
1.1.3.0


- New hotkey combo [Ctrl]+[R] to enable a FPS overlay (Shows real rendering rate)
- Allow the renderer to slow the framerate down when the user's PC can't handle 60fps
- Windows XP support



You can download the latest revision at its GitHub public repository.

Enjoy a better Command & Conquer Tiberian Sun and Red Alert 2 experience with it.

Red Alert Online has been announced by Tencent Games

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At the Tencent Up 2018 event, Tencent Games has officially announced their newest upcoming game that results from a deal with EA done some years ago: Red Alert Online. Based on the Red Alert 2: Yuri's Revenge universe, it will be a real time tactics game for Android and iOS. Yuri and Tania will be in the game, as well as most units from the Allied faction. Here is the trailer:





Unfortunately, every information we have in this game is probably in mandarin chinese. The closest information about it that we have in english is this:




If you want more information and you don't know chinese, I recommend you to Google Translate this instead and be patient with the translation as somethings like Red Police OL (Red Alert Online) and SLG might sound weird in first place.


The game interface probably relies on three main functions. The first one is battle selection, the second is base building, the third and fourth pictures are not clearly defined and fifth is the battle itself, as respectively shown in the images below:












Base buildings and army building will possibly rely on micro-transactions. But at the moment, this information is not clear for the public.

And another not less important information is that the game will be originally available for the chinese population. It is not clear if it will be ever be available in other countries. The lacks of non-mandarin information might give a little tip that non-chinese people should not expect this game in their region... but this is mere speculation so far.


Anyway, this is a mobile game, it won't be moddable at all. The reason I am posting this news here, in PPM, is that the graphics and perhaps some of the game mechanics may inspire potential Yuri's Revenge modders or those making mods/games inspired by that universe. Thumbs up for Tencent for the graphics, they look decent, no puns intended. And that's all for now.

CnC: Final War Progress Report.

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It's 2018, and it's been quite a while since I've posted to PPM to share progress on CnC: Final War. So without further ado, let's show off some new content going into the mod currently! All pictures are links to their respective ModDB pages, where you can find out more about the project!

- The newest completed feature of CnC: Final War, a new Temperate theater designed with the templates OmegaBolt released in his Temperate theater files:


-I've been adding more options to expand the tech buildings and urban combat elements of the mod, and also showcased is the tundra theater that was a collaborative project between Starkku, OmegaBolt, and I that spent several years floating around until it was completed:


-Sub-factions have been added to the mod to create mod diversity, and displayed below was the announcement of the completed People's Militia sub faction for the Eastern Empire. The mod advances the story and reworks many classic units, such as Crazy Ivan who has been powered up into Hero status and the V3 Missile Launcher, which has been reworked as the Catalyst Launcher and follows new abilities and has new artwork:


-As a part of expanding the core CnC: Final War experience, I decided to rework navies out of the mod into a game mode, opting to use the second build queue as an air factory for jumpjet units. Showcased below are the two variants used by the European Coalition and the Eastern Empire:

Navies will be re-implemented in a game mode in the future.


Join me at my small yet wonderful Discord channel and follow me at my ModDB page. Until next time!

YR Red-Resurrection Patch 2.2.7

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Another month, another patch for YR Red-Resurrection! This time with brand new, exclusive maps, a new gamemode and a whole lot of balance tweaks and bug fixes.

Here are examples of the new gamemode some of the new maps!





Big Features

  • FULL CNCNET SUPPORT - which means you can now view the number of online players from the client user bar (move your cursor near the top of the client window). You can also now visit the main CnCNet lobby from the YR Red-Resurrection client.
  • NINE NEW MAPS - Including 6 exclusive 1v1s and 3 2v2s.
  • ONE NEW GAMEMODE - Competitive, with a small select map pool and fixed options for tournament play.
  • And lots more changes... ranging from bug fixes to balance tweaks to graphical improvements.

You can view the full changelog here.

The patch can be downloaded and manually installed, if you are unable to use the client updater for whatever reason.

MANUAL INSTALL

Remember you can always join our Discord for active discussion and first-look at every upcoming patch!

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New D-day website

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Yep it's that day of the year again, June 6th! Today marks the 74th anniversary of the Allied amphibious landing in Northern France which led the way for the liberation of Western Europe from German occupation.  

Of course today is also the anniversary of the Red Alert 2 mod D-day, which has now been in development for 16 years. To celebrate I have completely redone the D-day website with a new look and features. I plan to continue working on the new site to add more information and content in the coming weeks, which I'll post updates about on D-day's Facebook and Twitter pages.







In addition to the new website I have also created a Discord chat server for D-day. I will be there as much as I can, so feel free to join in and ask me any question you may have about D-day.

Command and Conquer: Rivals has been announced!

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Command and Conquer: Rivals has been announced at the EA Play 2018, which is EA's presentation for E3. Technically is a capped real time strategy game created by EA Redwood Studios, where base building is very limited. You have to harvest resources and build an army to control a missile launcher structure in the center of the map. If you control it when the missile is ready, you'll launch a missile at the enemy's construction yard. Who hits the enemy's construction yard twice wins. It is GDI vs Nod inspired by somehere in the timeline between Tiberian Dawn and Tiberian Sun, although no accuracy can be expected when Seth and Oxanna are alive in the same game as Nod Generals, unless one of them also lives in death. You can also destroy the ememy's base with your units, but it seems to be quite hard to do it. There is no sign of single player campaign, storyline or anything, although there will be single player matches and challenges. The game should rely on microtransactions where players will be able to buy better units to use in their armies, so microtransactions will affect the ballance of the game. And the game should be playable on mobile systems (iOS and Android), as it was shown in a demo with 2 random RTS players on the stage. Android users may sign up at the Google Play Store to try to play the pre-alpha as soon as it launches. Here's the official trailer of the game.






Here is the gameplay overview:






And here's a match up:






And here's the game description at the Google Play Store:

Quote:
Lead your army to victory in The War for Tiberium with Command & Conquer?: Rivals, a competitive real-time strategy game on mobile! Battle to dominate your enemy with Commanders from the Global Defense Initiative and Brotherhood of Nod. Customize your army with a unique commander, infantry units, and vehicles. Conquer opponents in one-on-one battles and strategically direct your forces to earn every victory. In this war, control is power.

TAKE CONTROL OF YOUR ARMY
In Command & Conquer: Rivals, the strategy behind your skills determines victory or defeat. Choose a Commander to lead your forces ? each holds powerful abilities that can influence your approach and turn the tide of battle. Create winning combinations of infantry, tanks, aircraft, and high-tech behemoths. Customize your army to align with your Commander?s unique abilities, then unleash formidable weapons and vehicles in all-out war.

DOMINATE RIVALS ON THE BATTLEFIELD
Go head-to-head in live battles with other players as you fight for map superiority in real time! Choose to fight for the Global Defense Initiative or Brotherhood of Nod. Restock your supplies and boost your army with valuable supply convoys. Complete daily challenges for massive rewards that improve your Commanders, weapons, and abilities. Grow your army with every victory and climb the leaderboards!

Pre-register today and get the Early Bird Bundle, including a Titan unit, Diamonds, and Credits, when Command & Conquer: Rivals launches worldwide.




It won't be moddable at all. However, hopefully the graphics and other resources may help to inspire our modders here.

What EA needs to do to make C&C Rivals become a good game.

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Since the announcement of Command & Conquer: Rivals, the next mobile game for Android with the Command and Conquer brand placed on it, the community reception was bad. And it isn't just here. You can see similar reactions at CNCNZ.com, Twitter, Reddit and so many other sites that allowed users to post comments.

As a site whose majority of the visitors are fans of the Command & Conquer franchise, or at least some of its games, such bad reputation also affect us negatively, since the upcoming public interest on sites that cover Command & Conquer tends to reduce as time passes.

So, from a Command & Conquer fan perspective, I'll post here some of the critical matters of this game and what could be improved. Honestly, I doubt that anyone who is working on this game will ever read it or take it into consideration. But I guess that's a way to start this kind of discussion and make it louder.

Anyway, the problems that I'll list are not in a priority list, since it is hard to know which of them is the most important problem, but they are all certainly critical here:


Incoherence with other games:

The Command & Conquer franchise holds a storyline (or would be 3?). Characters like Kane, James Solomon or Seth only makes sense or get some charisma due to their story or participation on the past games. Tiberium is something that only makes sense if you look back at its definition on the first Command & Conquer game and its interaction with everything that happens in the franchise. And this is something fans care a lot.

Even if you create a game with no storyline, the designers and artists must set it at some point of the storyline, so that the units, characters, gameplay mechanisms and graphics could actually make sense in that story. At least, this is what is expected, although we have seen some previous plot holes on Command & Conquer 3, 4 and Tiberian Alliances.







Command & Conquer Rivals's position at the storyline at all is not clearly defined. By the look of the units, it seems to holds somewhere between Tiberian Dawn and Tiberian Sun, closer to Tiberian Sun. Most of the units are from Tiberian Dawn and some are from Tiberian Sun, such as the Wolverine and the laser cycles.



The first problem is that Seth is alive... In Tiberian Dawn, he was killed by Kane back in the 90's. Worse than that, in this game he can fight alongside with Oxanna (who was young in 2030 and not a 60+ years old woman). James Solomon did not lead GDI (or was that old) when Seth was alive, although he did lead it in Tiberian Sun's second Tiberium War.















But that's just the start. The other Nod general is no one else than Kane. Kane is the messiah. He is not simply a general. He is the God of the Brotherhood of Nod and whoever is against him is simply not Nod. Kane lives in death. Not Seth, nor Oxanna and neither Solomon lives in death. You can't place Kane side by side with other Nod characters. It is heresy! He is special.







So, the main problem here is Seth and Kane as generals. Seth shouldn't be in this game at all. In GDI, Solomon is the leader, ok... but placing him in the same level as the other two is also as bad as what is being done with Kane.




There is also an art style incoherence, if the game is set anywhere near Tiberian Sun. The pictures below show Kane and a GDI Light Infantry, which is grotesquely different than any infantry shown above.





Another important art style matter is how the map is bright and colorful for a game set near the second tiberium war. There are too much light green grass if you compare it with Tiberian Sun maps, like in the picture below.







Mobile phone user interface for real time strategy games


There are at least two main problem when we create games for mobile phones: Small screen and touchscreen interface. Big screen size is something crucial for a proper RTS experience. You need a proper view of your battlefield and some space for accessing build options. And, with the touchscreen, you also need your selectable units and icons to have a bigger size... or at least enough big to prevent you from selecting the wrong unit or option by mistake.

It is a hard problem to deal with and one of the most expected solutions is to prevent scrolling, since a minimap would also take too much space and scrolling the map would be a tremendous trouble for the user. If that isn't enough, it could also make the user issue undesired commands for units when its purpose is simply to scroll the map. Also, if you need to scroll to issue orders, that would be even more problematic. However, if you cut map scrolling, you'll have terrible small maps with few or almost no strategic features. That has made the game looks very, very poor strategy wise and also helps the game to become repetitive, boring and have a low replayability.

The best solution for RTS games on mobile games would be a virtual reality (VR) approach and a joystick to issue commands, even if that may reduce the public of the game in a lower term, since VR kits aren't popular yet. Using the eye to issue commands instead of a joystick could add delays when the user issue orders or force false positives, which could be irritating for the user. Scrolling becomes something very intuitive in this case. The mobile phone gyroscope in this case works well for scrolling and the center of the view works as the mouse pointer.


If VR is not an option, things get far more complicated and even if scrolling is not cut from the game, maps will have to be smaller than in a VR counterpart. The most intuitive solution is a specific button where the user would press to scroll that doesn't unselect the currently selected unit. The other alternatives would be gyroscope (which would be annoying sometimes and limited, since you don't want the user looking at the back of the phone) and eye tracking with the front camera (expensive computationally speaking and problematic if an external event distracts the user or if a unit is in the border of the screen). If that isn't enough, as I said before touchscreen forces selectable units and icons to be big, which reduces the amount of buildable units from the game, making its experience poorer as well.



Weak RTS mechanisms


While the small screen of the mobile phone and touchscreen may force the RTS mechanisms of the game to be much weaker than a counter part PC game or even a VR game, Command & Conquer Rivals seems to pass the impression that it could be a little bit more elaborated in some perspectives.



1) Economy:  The game has harvesters that explores a single tiberium field for a long time before moving to the next one. It doesn't return to the main base or a refinery to unload it. And that's all the economy of the game as both players receive a steady and very similar flow of money. The game offers the option of the player to buy more harvesters. Honestly... this is not enough. There is a space for tech buildings that could be controlled by the closest military unit around. One single oil derrick around the center of the map would add much more depth to the game... if the harvesters require to unload its harvested tiberium back in the base. So, that would give the players a reason to fight for the oil derrick and manage forces between the oil derrick and the missile launcher, although it is obvious that the missile launcher is still more important. Also, there could be explosive blue tiberium near the middle of the map as well.


2) Lack of Map Details: If the map of Command & Conquer Rivals seen in the matchup from E3 was submitted to any of our map competitions, it would certainly get one of the worse ratings there. The reason is that the floor is the same and there are just few stones and random tiberium patches in it. The developers could add more ground types with different effects for infantry and units as well as other smudges, terrain objects, overlays, fences... More dynamic objects that could favor certain unit types over others, specially if the game reaches the mammoth tank spamming spree mode.


3) Traditional Command & Conquer mechanisms such as building garrisoning and infantry crushing: And talking about map details, what about a garrisonable building at the center of the map and some civilian details? That and the typical Command & Conquer infantry crushing, at least for bigger vehicles like Mammoth Tank? Some mechanisms are too good to be dropped and C&C fans feel identified with them. It is a pitty that newer C&C games tends to drop them.


4) Potential Dynamic Events: Has anyone thought about Ion Storms? Or other events that may cause distractions for the battle? Those things allow the game to be less repetitive and less predictable.



Progression System or Microtransactions that affects game ballance


A match must be won exclusively by merit. Nobody enjoys a pay to win game. And no one enjoys a game that, if you start playing it late, you would be under a great disadvantage against another player. While we understand that developers want to earn money with microtransactions, DLCs and related things, games must be designed to make sure these things won't ruin them. Unfortunately, it seems that Command & Conquer: Rivals is marked to commit some critical mistakes with microtransactions.

The main thing to pay attention when designing microtransactions, paid DLCs and even a player progression system is the balance. If these things affect balance, the game life span will be very weak and its tendency is to fade away and shut down. In short: it kills the games and burns its remains with fire. Does anyone think that Command & Conquer 4 was ever popular? Definitely one of the things that ruined it was an unbalanced progression system. If you start the game from scratch now and play against other players, you'll be playing against players whose MCV is able to obliterate you alone at the start of the game and this is not fair, of course.

So, bad items for microtransactions/paid DLCs/progression bonus are items that affect ballance such as units, factions, exclusive buildings, weapons and boosters for units/buildings and items to prevent other items from expiring, since items shouldn't expire under any circumstances.

Good items for microtransactions/paid DLCs/progression bonus are game content that unlocks new experiences such as new game modes, maps, challenges, single player campaign, etc.

If the game has microtransactions, it is extremely important to allow the players to choose which ones they want to acquire. So, users must not solely rely on loot boxes under any circumstances.



Single Player and Multiplayer Experience


Both single player and multiplayer experience are important in different ways. Single player campaigns helps the user to immerse in the universe of the game. Skirmish games allows users to train their skills or learn more about the game before facing bigger challenges such as the online multiplayer.

So far, it looks like there will be no campaigns in Rivals, while the single player and multiplayer have a strong tendency to have a repetitive experience that may lead most users to boredom in a low term. The best way to prevent it from happening is to develop different maps, new game modes with objectives that may vary and constantly supply new content for the users.



And finally, near the end of the following video, there is a message from Kane showing how displeased he is with the developers:





And that's it. If you managed to read everything, congratulations. I hope that it covers most of the complaints I've seen in the community. If there is something that I forgot to talk about, please, post in the replies, so I can update this post as soon as possible.

A few OpenRA development topics

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Development has slowed down a lot recently, but OpenRA is far from dead. I wanted to write something to bridge the news gap until our next official news post, so here?s a brief update on a couple of recent projects. We hope to ship these plus many other changes in a new playtest series starting in a few weeks.

One big change affects how we package and distribute our "official" OpenRA builds on Linux. For many years we have automatically generated a deb package, but then relied on downstream packages for other distributions. This has worked well in most respects, but sometimes delays in updates would strand players on older versions, stopping them from playing online. Another long-standing issue on many distros is the (lack of) support for installing playtests and releases at the same time, as players are able to on Windows and macOS.

Our solution to these problems is to adopt the AppImage packaging format, which allows us to distribute a portable version of OpenRA that should work on most modern Linux distributions. AppImages can exist alongside normal distro packages and even other versions of OpenRA, which makes it perfect for trying out playtest versions without overwriting the stable release. We will be retiring our deb packages and OBS repository as part of this change, but fear not because stable OpenRA releases are also available on Flathub if you prefer a "proper" installation that integrates more closely with your system.




A sneak-preview of the new download page featuring Linux AppImages.


Our modding community has continued to be a major focus, driven in a large part by active discussions with and Pull Requests from the modders themselves. We have recently achieved two major modding milestones which we are looking forward to support from the next playtest:
  • Feature parity between the Mod SDK and the main OpenRA mods: the Mod SDK can now package Linux AppImages alongside the existing macOS .apps and Windows installers. Mods now also integrate properly with the online and in-game server lists (no more "Unknown Mod (id)"), and modders can define their own acknowledgements text to be displayed in the in-game Credits dialog.
  • Improved tools and documentation for mod updates: Updating mods to a newer OpenRA engine has historically been difficult and prone to errors. We have developed a completely new OpenRA.Utility command that significantly improves on the old command for semi-automating the update procedure. More information about this tool and how to use it can be found on the Mod SDK Wiki.


Another major project over the last few months has been identifying and eliminating performance bottlenecks in the graphics renderer. These changes have roughly doubled the FPS that can be achieved on many systems, which is great news for for Tiberian Sun and some of the ambitious community mods where modest systems previously struggled to achieve a stable 60 FPS. It is useful for our default mods too, because less time spent rendering the game means more time is available to smooth over other performance hiccups that can occur during large battles, resulting in a smoother play experience.

The main driver for this work has been a project to improve OpenRA?s performance on the latest Raspberry Pi devices. These changes have improved performance from a painful 10 FPS during large battles (using the Red Alert main menu as a test case) to a more tolerable 20 FPS. We are still not happy with performance on the Pi, and have identified several areas in the game code that could be targeted to improve performance further. We hope to be able to officially support a Raspbian release in the future once performance has improved to an acceptable level.



Renderer improvements (red and orange lines) significantly improve performance on a Raspberry Pi 3B+.
The next target for optimisation will be the tick_time (light blue line).


The upcoming playtest includes several other great features that I haven?t covered above as well as the usual set of iterative balance tweaks and bug fixes. Keep an eye on the development changelog and release milestone over the next few weeks if you are curious about the full feature set and progress towards a release.

At the end of May we made the jump to a new forum, splitting away from the old Sleipnir?s Stuff content. See this thread for more details. This move opens up a number of opportunities, such as resurrecting our plans (which were prototyped and then shelved in 2016 due to lack of web developers) to include an in-game authentication system that can be used to securely identify yourself to game servers and other players, instead of relying on insecure passwords or IP addresses. This may not be completed in time for the next release, but if it isn?t then we plan to make it a priority for the following one.

We still receive a lot of questions about a release date for the Tiberian Sun mod, and unfortunately the answer has not changed in the last year: we don?t know, but it won?t be soon unless we can attract new developers with the right skills to help. Progress is still being made on gameplay features (e.g. we recently merged support for placing gates on top of walls, and the special logic for tiberium critters), but a release is blocked by a handful of critical bugs and missing features that cut deep into some of the oldest and ugliest parts of OpenRA?s code. Resolving these issues takes a significant amount of work, and we currently only have one person (with very limited time) with the knowledge required to tackle them.



Tiberian Sun progress has all but stalled due to lack of manpower.


While the mod is broadly playable, it is still missing some important features (e.g. super weapons) and other important features contain game-breaking bugs (e.g. subterranean units, cloak generators). We would have to disable these features if we wanted to release a public build now (like we did in the early days of Red Alert, Tiberian Dawn, and Dune 2000), and try to rebalance the rest of the game around their absense. This is not a path we want to repeat after our experiences with Red Alert.

OpenRA?s Red Alert mod is well known in the C&C community for including a collection of arbitrary gameplay changes that were not in the original game or series. Many of these changes were introduced in the early days of OpenRA to help balance the game and make it play well despite missing core gameplay features (back then these were things like like 5 infantry sharing the same cell or a proper implementation of the ?classic? engineer behaviour). Over time, these changes became entrenched, for better or worse, as part of OpenRA?s identity. Many of these changes are considered almost universally positively (e.g. the fog of war, unit veterancy, Flak Trucks), but others have been much more controversial (e.g. Hinds on the Allies, Kill Bounties, re-usable engineers).

This dichotomy between "Original Red Alert" and "Original OpenRA" has caused significant conflict among our players and contributors on the forum and the community Discord channels. These discussions were reignited last year by the change to building auto-targeting, and have increased in passion with recent discussions about finding a way to move Hinds back to Soviets and removing Kill Bounties as a default feature. On one side of the issue are thoughts that the RA mod should abandon some of the changes that don?t make sense in the world of Red Alert 1 (e.g. Kill Bounties, but not the Flak Truck) and instead double down on the things that made the Command and Conquer series memorable. On the other side are thoughts that it is exactly these changes that made OpenRA great, and that it is an insult to our community to discard these features motivated by misplaced nostalgia.



The Allied Hind. Hero, or heresy? Let us know what you think about OpenRA?s gameplay changes below!


We would greatly value input from the wider OpenRA community on the topic, so leave your thoughts in the comments below or on our new forum. The results of this discussion will steer the future direction of OpenRA?s Red Alert mod. Please aim to be polite and constructive; comments that insult or abuse others will be moderated.

C&C Mod Haven - a Discord PPM companion

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Hello!

C&C Mod Haven is a Discord server that's made by me and it's intended for modders to communicate, discuss, share their creations, sneak-peeks and opinions on others' work. Fans and testers are also welcome!

But hey, Kerbiter, this sounds like PPM, isn't it? Of course it does, but there are some key differences:
- PPM is a site + forums, and Discord is an instant messaging and voice chat service, so PPM is good for things like serious discussions with long posts and walls of text, and talks and chatter suit Discord more.
- Discord is a different ecosystem compared to the forums - as an example, we got links with many good mods' Discord servers, so it can be considered a Discord mod hub.

So Mod Haven is more of a companion to PPM and nothing like a rival or a competitor, don't get me wrong Rolling Eyes Server has game roles set up, so you can see who's modding what. If you don't want to make your own server, you can get your own channel(s) on Mod Haven, just like you do with forums on a PPM. There are already some mod channels and some people, many of which are from here. We also got some custom C&C-themed emotes Very Happy


Link to the server in case you're interested: https://discord.gg/k4SVuMm
For those not familiar with Discord - you can use it in browser and via mobile/PC clients. If you're not sure - you can try it even without registering - just click at the link, enter desired nickname - and voila, you're in!

I also got some crappy userbars in case you want to use them in your signature:




Have fun communicating Wink

CnC: Final War Developer Blog #1

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INTRO
Welcome to the first Development Post about CnC: Final War, an up-and-coming total conversion project for Red Alert 2: Yuri's Revenge! For those not familiar, this project aims to totally rewrite the Red Alert time line with a much darker storyline and overhauls both the atmosphere and the gameplay of the original game. CnC: Final War delivers on this promise of an overhauled atmosphere by adding in the gruesome deaths and violent explosions of vehicles with darker artwork and new theaters of war, while expanding gameplay with features such as the new "king of the hill" garrison-capture of tech structures and the in-game sub faction selection system. The three major factions have been completely revamped and renamed to draw importance to their history, each with their own campaigns of benevolence and acts of atrocity.

WHAT SUB-FACTIONS?
CnC: Final War's biggest departure from traditional Command and Conquer titles is the new ingame sub-faction selection system. Each sub faction is accessed via the "War Contracts" and named after each of the major military powers available in the world at the time of the events of the mod. These War Contracts can be purchased once a game at any point in the battle, and are 'constructed' from the Combat sidebar tab. Instead of a stylized cameo containing the artwork of the structure, instead the sub-faction logo will be presented as a cameo with a special indication that they are a War Contract as opposed to a traditional structure. After a player has finished 'constructing' their War Contract, they must click on the cameo and 'place' the Contract on the map. (These Contracts are specially coded to be placable on any visible point of the map, so you do not need to keep them inside your base.)


An example displaying the successful placement of a War Contract.

After being 'placed' on the map, players will notice all War Contract options will disappear from the sidebar. Once built, a War Contract selection cannot be changed and all other War Contract selections are disabled for the rest of the game. Players will also notice drastic changes in their available buildable forces once a Contract has been placed, with the Contract trading many features of a faction for their own variants. Contracts are powerful upgrades to any military force, each filled with their own strengths and weaknesses. Contracts grant access to several new infantry, vehicles, or aircraft as well as a support power themed to the playstyle of the sub-faction and a powerful Hero unit capable of becoming the centerpiece of any tactics. Contracts differ in their tactics, and their tactics require different changes within the armories of the main factions. The gunline-oriented slow yet
powerful playstyle of the faction-neutral AcheronTech War Contract replaces your main battle tank but does not affect your aircraft options, while the deathball playstyle of the Eastern Empire Okhrana War contract replaces your artillery and heavy tank. These dynamic choices offer more to gameplay and can be used to shift your combat style or ambush your opponent with specialized hybrid-faction tactics, but more importantly expand upon the core experience
offered by CnC: Final War.


The Remnant Legion does not have their own unique sub factions due to their role as outliers in this conflict.

WHAT'S ON THE WORKBENCH?
Currently the project is expanding towards completing the core ingame experience, with only the European Coalition missing their sub factions. The two European Coalition sub factions each fit to the theme of the European Coaltion, which utilize many different types of units and non-lethal support units in direct combat to win engagements. However, not all combat situations are not the same and the European Coalition have two War Contracts they can request to solve more complex or non-traditional threats facing their forces. The elite and experimental military force deployed on high-risk engagements by the European Coalition are known as the ATOMOS Project, who use incredibly advanced autonomous
weapons platforms and miniaturized variants of powerful active-duty weaponry to completely outgun their adversaries. And when lighting-fast precision strikes are need the Coalition Crusaders are at the tip of the spear, utilizing high speed platforms and heavy air superiority to overwhelm their targets.


In addition, units are receiving updated graphics such as the Pantheon Mirage Tank by World Domination author Zero18.

The sub factions are not the only large-scale project currently in the work for the project. The focus on maps, mapping, and the theaters of war themselves have yielded new content as well. Shown before were the Node system structures, which have now started to appear on remastered maps featured in the project. New maps are being added to the project, with the first set of fifteen new multiplayer maps being added in the last balance patch. Each theater is being added onto, with Temperate being the first theater to receive Urban Expansions and an Interior Sub-Theater that Snow, Tundra and Desert will also feature. OmegaBolt's Lunar Terrain Expansion is also featured in the project now, although the
intended purpose of it's inclusion is being hidden for a special feature to be revealed at a later date.


We've even got a 7 player map coming!

WHAT'S TO COME?
The future of the project is bright, and filled with many intended features to be added to the project as time passes. Scripts are currently being discussed for an entirely new set of voiceovers. Assets are receiving reworks to keep the established quality bar incredibly high. Balance changes and reworks of units occur frequently, keeping the focus on obtaining a solid multiplayer experience that's true to the design goals of the project. The launcher's got a new set of selectable combat mutators and game variants, such as Unlimited Ore Storage or Apocalypse AI, respectively. Game modes that focus on specific battle types or add new battle experiences will be added in the future as well, such as the flag-oriented Assault game mode made famous by Cannis in the earlier years of Red Alert 2 mods. The only thing stopping Final War is time, my friends. Until next time...


The new faction flags, as designed by Kerbiter of the CnC: Mod Haven discord.

RA2 INI Scripts were combined in a pack

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Hello everyone! A lot of things happened in the latest 2 months here, although our news posts may not reflect it very clearly. I was overloaded with real life things in these days and most of the people were too shy to post a topic at the Community News forum. So, I'll try to catch up from now on and this is why I may post some very old news, like this specific one.

Anyway, G-E has packed his tools (AICheck, AIClean, MapClean and SoundCheck) into one single package and now he has fully documented it there.

These tools can be used on INI files from Red Alert 2 and it supports Yuris Revenge. Ares support has some restrictions, since it doesn't support internal file inclusion.

Regarding each tool, here's what do they do:

Quote:
AICHECK is the primary tool for analyzing the various critical game .ini files used by RA2 and YR, it does not modify the source files in any way, it is strictly for analyzing. In general AICHECK is the go-to for an active mod developer, after a round of changes or edits, it is worth doing a quick run to verify nothing was missed, nothing was incorrectly declared, or in some cases a value was out-of-range.


Quote:
AICLEAN attempts to correct basic mistakes, either created by Westwood, or by the author to generate a new ai.ini that is minimalist, neatly spaced, and potentially comment free. More recently, a cleaning function was also added to the RULES parsing section, and can also generate a cleaned rules.ini for publishing, though the resulting code is not likely ideal as the development source. In this respect, the cleanrules option could be considered as unrelated to the core function of cleaning the AI, and as more post-production oriented.


Quote:
SOUNDCHECK has a singular purpose when it comes to identifying problems, to catch any and all mistakes or omissions regarding the audio resources and the sound object definition. The two most common areas of sound related mistakes are made are inconsistent object names, and missing wave files that were not added to the audio.id/audio.bag as necessary. Fixing these errors is well beyond the scope of SOUNDCHECK, so no files are modified.


Quote:
MAPCLEAN exists to scrub maps of irrelevant/unnecessary code added by FinalAlert2, and now add or replace code as well. Originally the houses and other redundant code was removed from maps, usually as a first-and-only cleaning pass after completing the map. This shrunk maps
slightly and reduced the chance of duplicate definitions competing to set the same values. This was expanded to allow removing all known junk sections, which are listed in mapclean.cfg under the [Remove] section, but can be used on mod-specific maps to quickly and easily scrub scripts and triggers that may cause problems if desired.



Visit this topic to download them and share your thoughts about it, to help improving these tools in the future and making error detection on INI files an easier job. And download the very latest version of Sound Check (2.2) here.

Bibber's Ultimate Collection Launcher 1.20 has been released

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Bibber has released a couple of weeks ago an update for his set of tools that let us use command parameters for C&C games featured on the C&C Ultimate Collection that some people can buy with Origin. It's an important tool if you want to run mods on Tiberium Wars or Red Alert 3 and do other stuff as well. This latest version fixes some bugs that shown up with some recent updates from the Origin Launcher. Visit Bibber's Website to if you have the C&C Ultimate Collection. But even if you don't, check it out for some interesting goodies for the newest SAGE games.

OS Voxel Section Editor: A new way to edit voxels.

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Our friend stucuk has started a new Voxel editor for Tiberian Sun and Red Alert 2 last February known as OS Voxel Section Editor. Earlier in this month, he has started to post work in progress versions of the editor that anyone with a Windows PC that has a graphics cards that handles OpenGL 2.1 can use.










Bear in mind, however, that this is not a replacement for Voxel Section Editor III. Just an alternative, which provides a different interface to edit voxels and its own set of tools. The program allows you to customize the set of views and it has its own way to detect the normal vectors of each voxel. The picture below shows the auto-normals of OS Voxel Section Editor in action, as posted on July 9th:




Although it has an OS in the name that may infer Open Source, the source code was not posted yet because there is no official release of the program yet. It is just work in progress so far, as claimed by the author.

stucuk wrote:
OS VSE isn't at a stage where there is anyone who would bother contributing as its lacking alot.

The idea was to release the source code once v1.0 was released with the expectation that no one would bother using it.


Anyway, head to this topic and scroll down to download the latest version of the program. Stu is a very active guy when motivated and he may post several new versions of the program quite quickly, but he has also the amazing ability of disappearance.
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