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OpenRA Map Design Contest 2018 is awaiting your maps!

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Hello everyone! For those who missed the good old times of Open Map Competition, we have an interesting news for you:

The OpenRA Community is organizing the Map Design Contest, which is, as the name mentions, a map creation contest where you'll be able to send maps for any of the official mods and it may feature as many players as you want, including a single player map. And it has cash prize as well for winners of each category. So far, the categories are: Competitive Map, Modded Map, Casual Map and Popular Vote. Except for Popular vote, the other categories will be rated by Anjew, Blackened, FiveAces, SoScared, Unano and WhoCares.

Maps will be rated using the following criteria:

Innovation is how innovative the map is,
Balance is how balanced it is,
Aesthetics how pretty it looks,
Playability is how playable is the map which would differ between the different categories (do the mods make it lag? Is it too chokey for competitive? Are there too many trees/bridges that cause lag in casual? etc),
Replayability is how much is the map worth playing again.


Maps should be submitted until August 10th and the should look decent, otherwise it will simply by rejected. Then, until August 25th, those who submitted non-rejected maps will be able to do the final fixes. Voting starts on August 26th until September 1st and the results should go live in the following day.


Check the full set of rules at the OpenRA Official Forums to know how to participate and good luck.

TI, OpenRA and PPM featured on Vice.com (Germany)

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The German version of the MotherBoard, the technology channel from Vice.com, has an article on how the Command & Conquer franchise is still supported by avid gamers, almost 23 years after the release of its first game. Or, it should be something like that, since my german knowledge is extremely limited and I'm practically a slave of Google Translator for those things.

Anyway, the article is: "Deshalb sind Gamer auch nach 23 Jahren noch von 'Command & Conquer' besessen".



It features some of the C&C community survivors, including Twisted Insurrection, OpenRA and, yea, Project Perfect Mod as well. The author of the article, Christian Huberts, has interviewed several prominent community members such as Aro, pchote and yours trully. There were other community members that I could not recognize there yet.

The article shows the author's perspective on how the franchise impacts the RTS genre, attracts its fans and that C&C Rivals was not exactly the kind of game that fans were expecting for the franchise at this point. He explains his own point of view on how the C&C franchise derailed with the end of Westwood Studios and almost closed for good with Tiberian Twilight. It also shows how modders are still keeping it alive regardless of the awkward management from EA.

If your German is just as bad as mine, check it out the Google Translated version here. Bear in mind that Google Translation always has limitations and it may put some ideas out of place or add a couple of things that may not make as much sense as the original article. I.e.: OpenRA is not developed at PPM. But we have forums where we help modders, we have tutorials, post news about this engine, etc.

And... check the replies/comments of this news for an interesting bonus.

Let's play Twisted Insurrection?

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Why not playing Twisted Insurrection? That's the smart decision that TaxOwlbear took when he decided to record the video below for the internet. Check it out, the first GDI Mission from Twisted Insurrection in the video below:






Isn't it interesting? Of course that there are much more challenging missions than this one and you can play it by downloading the mod at Twisted Insurrection Website and share your ideas about this mod at our friendly Twisted Insurrection Forums at PPM. Have fun with this brilliant mod!


Warning: this is just an non-biased, humble and modest advertisement news post from Project Perfect Mod

Generals Alpha Mod for OpenRA spotlights the tunnel system.

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For those wondering if will there be any opportunity to make a Generals version of OpenRA, MustaphaTR has posted an interesting answer for that earlier in this month. He is working on a mod for OpenRA called Generals Alpha and he has showcased in the video below a work in progress GLA tunnel system for the game.

Here's his description on Generals Alpha:

Quote:
Generals Alpha is a new mod i'm working on. For begginning, i'm planning to remake Vanilla Generals - not Zero Hour - as much as possible on OpenRA, using graphics from RA and TD.


And the video with the tunnel system and some other Generals logics on OpenRA:



OpenRA Playtest 20180729

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Hot off the presses, we are pleased to announce a new OpenRA playtest series. With your help, we hope to find and squash any lurking issues and produce a refined release version in a couple of months time.

The leading feature in playtest-20180729 is the integration of player accounts using our new OpenRA Forums. This optional feature allows players to:
  • Confirm their identity to other players without revealing your IP address or location
  • Connect to private clan- or tournament-specific servers without using passwords
  • Add some flair by displaying badges that show their achievements or preferences
Anonymous players continue to be identified by their IP and geo-location.



Players can add badges to their profile to show their favourite mod, OS, or community achievements.

A selection of default badges are available for selection in your forum User Control Panel, and we will individually award badges to players who have contributed to OpenRA?s development or participated in special community events. We hope to extend the profile system in the future to add more features and improve security.

Other improvements to the lobby UI include an improved color chooser, the ability to select in text-fields using the mouse, and the game returning to the skirmish/mission/multiplayer panels instead of the main menu after leaving a game.

Changes on the battlefield in Red Alert include:
  • Fixed Iron Curtain and Chronoshift effects being lost when a MCV deploys
  • Added the ability for fake structures to be built next to other fake structures
  • Kill Bounties have been removed from the campaign and disabled by default in MP
  • Tech structures and walls remain on the battlefield when their owner is defeated
  • A collection of community balance changes

Kane has also been busy, with changes in Tiberium Dawn including:
  • Comprehensive changes to reduce the effectiveness of APCs
  • Changes to streamline the power usage of low-tech structures
  • Reduced the amount of time that Jeep, Bike, Buggy, APC wreckage lingers on the battlefield
  • Tech structures and walls remain on the battlefield when their owner is defeated
  • A collection of other community balance changes



Chronoshifting MCVs opens strategic options, but beware the chrono-vortex if you cause a paradox!

Significant work has occurred behind the scenes to fix crashes, improve performance, and extend capabilities for our modding community. Our recent news post discussed these topics in much more detail. We encourage modders to view the SDK release notes and update instructions for instructions on how to take advantage of these improvements.

This playtest also marks the shift to AppImage releases for our Linux builds. We have also repackaged the last release version as an AppImage, and will update this alongside future playtests if any packaging bugs are found.

As always, we suggest you read the full changelog for details on all of the changes included in the playtest.
We make these playtests available to get feedback from the community about the future direction of OpenRA, and we value your feedback on our forum our GitHub issue tracker, or in  the comments below.

Playtest releases do not overwrite the OpenRA release version, and you can automatically switch between the two versions when joining a multiplayer server. Head over to OpenRA's download page and give it a try!

Red Alert Online textures for everyone! All hail!

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BySc has been posting at this topic from Media Hut the textures from several buildings from Red Alert Online. Yea, that Red Alert mobile game from Tencent that EA has not yet publicly endorsed as far as we could see so far. Despite the resources from 'weird' origins (aka non-authorized) as pointed out by Plokite Wolf or generals that doesn't really dress formally as military authorities (perhaps they use their dress to distract enemies that are sexually attracted by females), we must admit that some of the buildings are actually looking good. Here are some samples:







At this time, it is not clear if Tencent has actually placed some effort on these buildings or someone else did. But the thing is... why don't we join the party? For more buildings, visit this topic. And there is an SHP version of the Tencent's battle lab here, converted by MasterHaosis.

Shattered Paradise has been released!

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Nolt has recently released a playable version of Shattered Paradise. This mod for OpenRA brings GDI, Nod, Forgotten, CABAL and Scrin as playable factions to the battlefield. Some units were reworked and a few of the original niche aspects was sacrificed. Shattered Paradise was developed on top of upcoming Tiberian Sun for OpenRA with employing workarounds or omitting the aforementioned core features.



Head to Shattered Paradise's ModDB Profile to download the game. You may discuss it at its Forums at PPM or Discord Channel.

YR Red-Resurrection Patch 2.2.8 release!

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Patch 2.2.8 for YR Red-Resurrection has been released! This ones been somewhat delayed but it has all been for good reasons. In the background, or on the discord rather, this patch has been gestating and tested on a weekly basis to include bigger changes than can be achieved in a simple one month patch!

Big Features
  • EUROPEAN COUNTRY REWORK- Chrono Legionnaires have been moved to T3, and Sonic Enforcers moved up to T4, with related balance tweaks. This is to help make Europe slightly easier to combat on T3, as the Sonic Enforcer/Bishop combo was incredibly powerful, but it also provides them with more mobility and versatility earlier on. Chrono Legionnaires were also underused in multiplayer, making them more relevant now. Furthermore, Speedways have been completely removed and instead Warp Nodes now also buff the speed of surrounding units.
  • UNIVERSAL SELF HEAL CHANGE- Thanks to a new feature from AlexB, the developer of Ares, it is now possible for combat to prevent self healing- and that is applied to Red-Resurrection. Now, a unit will not self heal for 10 seconds after taking damage. This is great as it prevents certain units being unkillable in certain situations due to out healing damage, such as a single Rocketeer vs a Crazy Ivan. This affects most units in the mod, so healing may be adjusted in future patches to compensate.
  • TWENTY-TWO BRAND NEW MULTIPLAYER MAPS- many made exclusively for this mod, and all of great quality!
  • And dozens more changes, including many balance adjustments, bug fixes and graphical tweaks.

Here are a few of the new maps.



You can view the full changelog here.

YouTube Content

As always, the YouTube channel has been continually updated with new content - and that will continue! Subscibe to the channel for updates on every video.





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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Frontline Chaos - July 2018 Update

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Dutchygamer has posted a new progress report about Frontline Chaos some weeks ago 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 his words this time:


Quote:

In this update, we look at various Tech structures that have been added to this mod,
and some additions to the Revenant arsenal.







Another three months since last update. Yay me. Besides spending my time with boring RL stuff like work, playing other games and vacation, I also managed to find some time to work in this little project I call my mod.

As half-revealed in the previous update, I had made more changes then I could show in a single update. The change that has the most impact is the replacement of the Revenant Construction Crane by the Crawler Construction Vehicle. In a wild idea to make the mod interesting / unique, I toyed with the idea of making an hybrid between the Generals Dozer mechanics and the C&C MCV mechanics. The end result is the Crawler: a large vehicle that functions as the Generals Dozer for base construction and repair, but has the armour, cost and speed of a C&C MCV. This makes dozer spamming less of a thing, but also makes hunting dozers more difficult due to the massively increased armour. Instead of being one of the weakest vehicles on the battlefield, your construction unit is now one of the toughest, rivalling super-heavy tanks in durability. As mentioned, the downside is that it's also almost as slow as a super-heavy tank, and also costs a lot more (currently $2000). My intention is that in the earlier stages of a match you must make a conscious choice between spending 2k for an expansion Crawler, or use that money to create more forces instead. Time will tell if this mechanic will work out, but so far I like it.

Besides this major change, I've also tried my hand at creating some more tech structures. This was a good lesson in figuring out how vZH (re)uses across multiple models, and recreating the style of vZH tech structures. Additionally, I have worked out a way on how to create snowy textures for models, which I will use for structures from now on.

As for the tech structures themselves, I will showcase two in this update. One was created because I liked the idea, and the other started out as a joke model because I was bored, but eventually replaced an ancient-old model I had for a similar tech structure. Some of you can guess which one is which.



Over the years, many Coastal Batteries were constructed by various countries to defend their coastline against enemy naval forces. Various designs exist, of which the fully-enclosed twin 18cm is the most popular design. This design is based on an up scaled destroyer turret, and can fling a pair of shells over extreme distances. In a pinch, the guns can also be trained on land targets, with devastating results; shells designed to sink ships work just as well against armoured vehicles or personnel. Due to this, there are instances where batteries have been constructed with the intention to deter land forces instead of naval forces.

A Coastal Battery is designed with the intention to bombard forces from extreme ranges. The main downside is that it cannot engage enemies that close in on it. Additionally, even with the high-velocity shells, targets on the outer limits of the range can evade the projectiles if they stay moving. The Coastal Battery also lacks a bit in accuracy, but makes up for this by dealing massive damage in a large area on impact.



The Repair Pad is a large structure which can be used by commanders to quickly repair vehicles on the battlefield. It comes with a large service depot to quickly repair a singular vehicle, while nearby vehicles outside the structure will be slowly repaired as well. Most of these structures are leftovers from previous conflicts, but can easily be reactivated for use by capturing it.



Where you find a Revenant base, you will quickly notice one or more massive 6x6 vehicles rumbling around. These vehicles are Crawlers, and are used by Revenant forces to construct and maintain their bases. Each vehicle is equipped with various tools and supplies for these jobs. A large crane on top is used for heavy-duty lifting, and the massive 6x6 chassis can carry the vehicle across nearly every terrain type. Piloted by a mix of civilian contractors, Revenant engineers and other volunteers, they form the backbone of each Revenant base.

These vehicles replace the fleet of the much more fragile Construction Cranes used before the outbreak of the Frontline Chaos conflict. While the cranes were easier to maintain and slightly more nimble, they easily fell to focussed fire. The Crawler on the other hand, is a very tough nut to crack. Easily rivalling the heaviest tanks on the battlefield in both protection and size, a Crawler can shrug of most damage with ease, and continue doing its job. The downsides are that an individual Crawler is twice as expensive as the crane it replaces, and is also rather slow. This was deemed an acceptable trade-off compared to the boons it returns.



Revenant forces rely on fossil-fuelled Power Plants to produce all the electricity needed for their bases to function. Using an unique open-turbine design, it can run on burning coal, oil and gas to generate power. While not the most efficient, nor the most environment friendly way of producing power, it does the job well enough for it to be the primary power supplier for Revenant forces.

That's it for this month's (or quarter's) update.
Dutchygamer signing off.




You may find out more information about this mod by looking at the Frontline Chaos forums.

Red Alert: A Path Beyond Patch 3.2.4.0 has been released!

0 A.D. Alpha 23 Ken Wood has been released.

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Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 23 "Ken Wood", the twenty-second alpha version of 0 A.D. Empires Ascendant, a free, open-source real-time strategy game of ancient warfare. Here's a trailer showing the new features.






You may download it at 0.A.D.'s Official Website.

This game uses the Pyrogenesis engine, which is an open source 3D RTS engine and it should be quite easy to customize. And it allows you to customize everything. If you are interested on it, check this modding guide and show us what you can do with it.

Red Alert 2: Recalculated Progress

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AgentZ has recently shared some of the progress that happened in his mod, Red Alert 2: Recalculated in these months. This mod for Red Alert 2 Yuri's Revenge that is focused on single-player campaign missions, however, it tries to improve the multiplayer/skirmish experience as well. Here's what he wrote:


Quote:
Well, for example several new missions have been made, so there are 4 missions for every side now, and one more is in progress for Yuri. This means that the initial goal of having 4-5 missions per side before any kind of release is more or less complete now. Still, there are other things that could use some upgrades. I can't specify any kind of release date just yet, though it is getting close.

As usual, there are more graphics done. Here are some that probably haven't appeared here before:




The Lasher Tank is perhaps not very different from before, but it has been edited a bit since last time.






In addition, here are some of the units one can encounter during campaigns:









Since summer provides so much free time, civilian vehicles also got a new look:









While not shown here, most things now also have proper cameos, so the sidebar looks much nicer for all factions than it did before. Other than that, there have been many less interesting things done in the background, such as terrain fixes, but in general progress has been slow during the year.



So what to expect next? Among other things, the AI will need some work. It has not been updated very well so far, and isn't as good as it could be. Also as implied before, not everything has graphics that are up to the current standard, and hopefully those will be dealt with in the near future. Once these things are out of the way, there might be a small early release of the mod so that there will be something to play and try out, while more things (especially campaign missions) are done.



For more information, check Red Alert 2: Recalculated ModDB profile.

New tool available: Engie File Converter

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Nyerguds has just released the Engie File Converter. It's a tool that convert Westwood Shape (SHP) files from different games created by the defunct Westwood Studios, such as Tiberian Dawn, Tiberian Sun, Dune II and even Command & Conquer 64.



And it just doesn't simply convert files. It offers a better compression to these files than Westwood could do and it also brings some additional features, such as:

  • Combine / split shadows (for TS SHP files)
  • Convert frames into a single image
  • Split single image into frames
  • Paste image onto a range of frames, with transparency support (mostly meant for modding cutscenes in other games)
  • Height map generation tools for N64 maps


Head to this topic at PPM Forums to know more about this tool and to get all the links to download its binary as well as its source code and also for some reliable documentation on the SHP formats covered by this tool. And happy modding!

MadHQ's newest maps for Yuri's Revenge

Regarding Twisted Insurrection's rumors.

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Crimsonum has recently clarified what happened with Twisted Insurrection website (which is down at the moment) at C&C Mod Heaven discord channel. It was also an answer for other rumors as well. Here's what he said and it is worth spreading the word for Twisted Insurrection fans, since we host its official forums here:


Quote:
Hey everyone. It has recently come to our attention that there are a fair few rumours and a lot of misinformation about Twisted Insurrection going around, so we thought it's about time we clear the air and get everyone on the same page.

First, yes. Aro is no longer involved with TI. Responsibility for the continuation of TI is now with me and ErastusMercy, so any questions or issues should be directed to us instead.

Secondly, the hosting of TI's website has recently expired. It was simply a badly timed coincidence unrelated to Aro's situation. The website is currently down and we are in the process of moving back to our previous domain at PPM.

Thirdly: Regarding lack of updates. There seems to be some controversy over what constitutes a major update. If we told you everything that was happening in development, we wouldn't have any surprises left for you. If you're interested about what's coming in the next release, check out the TI server.

Hope this clears any confusion that was lingering about.

For any questions, please ping me in the relevant channels.


I guess that one of these relevant channels is the Twisted Insurrection Your Input Forum. Once we have an update regarding TI's website, we'll be posting another news about it here.

Soviet MiG 29 on Red Alert: A Path Beyond!

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After adding the Chrono Tank to the latest version of Red Alert: A Path Beyond, a standalone game made from Renegade that recreates the Red Alert 1 universe, the development team has added the soviet MiG 29 to the game.

Quote:
Thanks to Sir Phoenixx (original modeler for most weapons/vehicles in the game), we now have the MiG and are currently working to get it ready for use. Fabian is doing some detail work on it, along with setting up animations for the landing gear!







And here's the MiG in action:



Apocalypse Rising progress on august 2018

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The Red Alert 2: Apocalypse Rising team has recently posted an update about their progress in this month. This is a standalone first person shooter made from Renegade where it recreates the Red Alert 2 universe.

They've built the interior of the Allied Refinery, the exterior of both Allied Power Plant and Allied Weather Control Device, as seen on both pictures below.






They've also made a new building called Reinforcements Bay, which, as the name explains, allows you to buy additional reinforcements to your base.

The video below shows all these changes and the Reinforcements Bay in action:





For further information, visit their website at W3D Hub

OpenRA Playtest 20180825 has been released!

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The OpenRA developers have just released a new Playtest version of the engine yesterday. The changes includes:


  • Improvements and polish fixes for the player accounts system
  • Improved asset detection for community-patched versions of “The Ultimate Collection”
  • Fixed incorrect infantry death screams
  • Fixed crashes related to text input and bots in the lobby
  • Fixed the AI harvester control
  • Fixed units not always returning after being Chronoshifted in RA
  • Fixed crashes in several campaign missions
  • Fixed AppImage compatibility with Linux Mint


They are also starting to award special profile badges to players who meet certain criteria, as shown in the picture below.



For more information, check the full changelog for all of the changes in this playtest and visit OpenRA Website to download it.

C&C Red Alert History: Release 6 Beta is now available.

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Madin has released a new beta version of C&C: Red Alert History, which is a mod for Command & Conquer 3: Tiberium Wars that brings the Red Alert universe (mostly RA2) into it. It is beta stages, so you'll still see C&C 3 buildings leftovers and Red Alert units are not finished yet. Nonetheless, what does this mod has so far already looks interesting.

Here are some pictures and a video:










Regarding the previous beta version, here are some of the changes:

Quote:

  • I have fixed the exploit which allowed you to load a Terrorist into a Half Track, turn it into a 'Bomb Track', and then unload the Terrorist while still keeping the 'Bomb Track! Unloading the Terrorist automatically cancels the 'Bomb Track'.

  • The Kirov MkII handling is different. It has less issues now.

  • The Skirmish AI will no longer build the basic Kirov. The AI was so in love with the basic Kirov that it refused to build the Hind! So the only option was to block the AI from building the Kirov. Beware of the Hind! (especially if the AI upgrades it).

  • The Hospital or Veteran academy will benefit everyone that is allied to you, also the benefits of multiple Hospitals will stack!




To download the mod and obtain more information about it, head to C&C: Red Alert History ModDB Profile. And if Madin is looking for a better place to host forums for it, he will be welcomed at PPM. That's it for now, have fun!

Twisted Insurrection on PC Gamer's Top 100 games of 2018.

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Twisted Insurrection, which is the most famous Tiberian Sun mod that we host here, has reached the 99th position on PC Gamer's Top 100 games of 2018, which has the top 100 games of the moment, according to the editors of the magazine. It is worth mentioning that no Command & Conquer game and no other C&C community mod has made into that list, nor OpenRA and other alternatives.

So, congratulations for the TI team. Of course that competing with The Witcher 3: Wild Hunt, Dishonored 2 and Divinity: Original Sin 2 is quite unfair, however what they did seems to be quite an achievement and shows, someway, how popular TI is in the gaming community as a whole. Here's what they said about Twisted Insurrection:

Quote:


John Strike: Tiberian Sun's best mod brazenly shames the original Firestorm expansion in almost every way. It’s bigger and bolder, offering new buildings, a whole fleet of new units and even a new faction. There’s a completely new musical score and dozens of single player missions, some of which are based on the original Command & Conquer. Not only are new missions and units still being added, but, as a standalone free download, it's the most accessible way to play one of C&C's greats.



Check out the whole list at the PC Gamer website and share your comments here. Regarding Twisted Insurrection, you can download the latest version at the Twisted Insurrection ModDB Profile. The current website is still down, the old one is not fully functional yet. You can discuss it at Twisted Insurrection Forums at PPM or on its Discord channel.
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