Quantcast
Channel: Project Perfect Mod News
Viewing all 1510 articles
Browse latest View live

YR Red-Resurrection August Updates

$
0
0


The next patch is well underway and possibly the most game-changing yet as it includes alterations to several countries- more on those can be read on the relevant images below.




As well as those, there is certainly more to come, the usual host of balance changes and many new maps.

Community YouTube Content

Lots of people have started uploading multiplayer games of Red-Resurrection. Check out their channels and subscribe to follow for future matches.

A 2v2 on Sovereign's channel, a 1v1 from JackoDerp and a 1v1 from WavePy.









Often these videos feature some of the new upcoming content first, so worth a watch if you're interested in seeing how the latest changes play in action, and of course you can always join the Discord channel to get involved yourself!

That's all this update but as always the next patch isn't too far away and should definitely see the mod shape up into something even more complete, polished and fun to play!

--------

Command & Conquer Wiki has moved to Gamepedia.

$
0
0
Plokite Wolf has recently confirmed that the Command & Conquer Wiki (EVA Database) has finished its move from Wikia to Gamepedia, because Wikia seemed to force people to include too much videos. So, here's what he has reported recently:


Quote:
As an overdue follow-up to our initial announcement, the Command & Conquer Wiki (EVA Database) is now officially open on Gamepedia. With the only active administrators (myself and Ssskoopa, here called SuperFeatherYoshi) moving to here, the Wikia version will no longer be managed and everyone is advised to use the one on Gamepedia. We've also been cleaning up some higher-tier articles in the meanwhile, such as Global Defense Initiative and Scrin, so we aim to become the definitive source on anything and everything Command & Conquer in the coming months.

Note that moderation here will be even more rigorous against fan fiction, which has damaged the reputation of the wiki in the past. We have already cropped many articles and there's still more to go. We will be posting in the new admin noticeboard in the coming days to help you help us in that endeavour.

And finally, in the name of the administration at the EVA Database, I would like to thank the Gamepedia/Curse staff for their immense help and patience, as well as their readiness to bring us to their platform.



And that's it. If you have doubts and need to have a better understanding of the whole storyline from any game from the Command & Conquer franchise, head to Command & Conquer Wiki and have fun!

The Desolated Future updates

$
0
0
Freedom fighter has recently updated the unit list of the Forgotten faction from his mod, The Desolated Future. Although many people associate Forgotten, Cabal and Scrin to the tiberium universe of the Command & Conquer franchise, this is a Yuri's Revenge modification that considers the hypothesis of GDI and Nod failing to destroy Cabal back in the Firestorm expansion story.

Anyway, the announced units are the following ones:


"Marauder" Foot Soldier


"Hellfire" Missile Soldier


"Spirit" Archer


"Pyromaniac" Flamethrower Soldier


"Firecracker" Flamethrower Soldier



I guess that someone likes to play with fire, isn't it? Anyway, you can find out more information about The Desolated Future at its forums at PPM. Any constructive feedback will be appreciated. Enjoy.

Dark Reign mod for OpenRA is under production.

$
0
0
For those who enjoy old real time strategy games like Dark Reign, here's an interesting hint recently given by pchote: there is a Dark Reign mod being produced for OpenRA. Here's a video showing a bit of its gameplay:






It is important to mention that this mod will not fully replicate the exact experience of the original game, which you can still buy here.

For more information about it, there is also a wiki dedicated to this mod.

Zero Hour Enhanced September Update

$
0
0
VectorIV, developer from Zero Hour Enhanced, has recently posted a news presenting the infantry of the NATO faction of his mod.

Here's some of the infantry that you'll be able to use to defend Europe from the soviet invasion:















There is a complete explanation of these units and much more at this post on its ModDB Profile. Check it out!

CnC: Final War Developer Blog #2

$
0
0
Intro
It's been some time since I've posted about CnC: Final War, so I figure I'd best post a Developer Blog to highlight some of the upcoming new features of the project, and a status check to indicate how close a release may be. Without further ado, let's break into several new features of the project.

Client Improvements

In the last few months, an extra amount of effort has gone into updating the mod's client that has been generously provided by Starkku of the Project Phantom mod. The main emphasis has been giving players a unique experience, and the client supports this in a number of ways. For starters, I decided to enable the ability for players to set a few parameters more detailed than normally offered in projects. Starting units are another popular aspect of Command and Conquer, and a variety of the games in the franchise have their own unique way of catering to this classic concept. In CnC: Final War, players have several options on how to start with forces in play already.


An early screenshot shows off the Bonus Tech options, which players can use to disable optional units.




Another early screenshot shows off the choices for starting units, which allows for a variety of audiences to find what they desire.


Another emphasis I aimed to achieve in CnC: Final War was a robust and modular set of game modes that could be toggled back and forth, as well as a way to filter maps based on conditions such as starting point layout, design, and later in development map-based game modes such as Megawealth. Utilizing the toggle options seen in the second screenshot above as well as the drop down filter selection seen below, players should be able to create custom battlefield rules oriented just as they see fit.


A testing screenshot of the Map Filter selection menu. These are merely map filters, and have no rules attached to them.


Mod Content Additions

Many new features have been added to the mod since the last developer post, and the content available has rounded out into quite the project. For starters, all sub factions have been completed and fleshed out. The Remnant Legion went through an overhaul to increase their diversity and address serious balance issues from old designs. Maps have received new tech structures, such as the Tech Refinery, and additional capturable goodies such as Turret Nodes and the Repair Faility.


The ATOMOS Initiatve utilize hover and amphibious platforms, and are the forces that have authorization to utilize the ECC Tanya.



The Remnant Legion ended up with several new structure arts, as well as two brand new superweapons.


Secret Labs received a serious upgrade, with the Tanya's Time-shifters! These powerful units are familiar Yuri's Revenge units, given a Final War conversion and hidden away on the maps. There are three vehicles and three new heroes hidden within, left as secrets for players to discover. The temperate theater has also received some upgrades, allowing players to create full urban environments as well as emulate the old Red Alert Interior theater!


Tanya and her misfit band of time-traveling weapons.


What's Coming Next?

Not to be forgotten, the AI of the project has seen drastic improvements made by an extensive overhaul that expanded and diversified their tactics. Beta tests have pushed the balance more and more favorably, and the map pool grows still. Final touches are applied every time the mod updates, and a release is planned for October 1st, 2018!(barring any major setbacks) Stay tuned for an official announcement trailer, and enjoy the carnage below!


Let's play Twisted Insurrection... again?

$
0
0
Why not playing Twisted Insurrection? That's the smart decision that TaxOwlbear took when he decided to record the video below for the internet. However, this time he is doing the Nod campaign, in the name of Kane, of course. Check it out, one of the Nod missions from Twisted Insurrection in the video below:






Compelling, isn't it? You can play that and much more by downloading the mod at the Twisted Insurrection ModDB profile 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 yet another an non-biased, humble and modest advertisement news post from Project Perfect Mod

Contra september 2018 update.

$
0
0
Predator_bg from Contra modification for Command & Conquer Generals: Zero Hour has posted a new updated covering the new/updated assets that should be featured in the upcoming Contra 009 FINAL release.

Here's some of his words on it:

Quote:
- First one is updated Microwave Tank for Laser general. Finally that old tuna fish can is replaced with better model. Yes, he is using Avenger bottom, and no, not every tank has to be super unique.



- "Gate guardians" are cool guardian drones made only for Seraph mech. Due to game balance Seraph`s shield is removed. New drones are made by default, you don't have to spend money for them. They protect Seraph in pair. Repairing him while standing above him, destroying missiles with lasers, and shooting on both infantry and vehicles. Drones cannot be killed (nor targeted) until Seraph dies.



- Cybernetic general Factory has been remade because of few reasons. First one is, old model had really bad UVW map where some parts of texture were stretched. When exported, few animation frames were cut (no one actually noticed and I never told anyone). And texture style didn't fit other USA structures. So now, you can see brand new factory which fits Ironhand style. Factory doesn't have dining room, sleeping room and other rooms like barracks, instead, there is a butchery needed for assembly of human and robot parts. Where are human parts from? Well, don't ask me. Ask general Ironhand who claims there are less homeless on the streets since he runs his program.



- Another USA structure makeover is given to Airforce generals Superweapon. Again, bad UVW map and texture design, but also lack of night version led to improvement. Few more details added, looks neat in game.



- China also got few things. Zhu Rong or Thermobaric mortar, got improved cannon and few details attached. Once you play general Bao challenge, you will know you are in Hell.



- Contra doesn't have many public models in game. In fact, there is one only. It is famous Dragon Tank. I couldn't find a better concept for this true masterpiece, in order to make this tank unique for Contra. At the end, it would be just a slight variant of this unit. So, Dragon tank got his texture and UVW map improved to fit all other China tanks in Contra mod.



- And at last, Tank general Overlord Headquarters got improved structure. We will all agree that old one was lacking details.




And remember, Contra 009 is close to be released. We'll be covering it at PPM when it gets available for download. For more information about Contra, visit its website

Zero Hour Enhanced second update on september...

$
0
0
VectorIV, developer from Zero Hour Enhanced, has recently posted another news presenting the rest of the infantry of the NATO faction of his mod. Here they are:













The complete explanation of these units and much more can be read at this post on its ModDB Profile. Check it out!

CnC: Final War Online Battle

$
0
0




A game of CnC: Final War, a three way free for all between SMxReaver, Morton, and PeaceKeep0r on MadHQ's Hostile Iceberg map. This video showcases all three factions, and several sub factions get involved in the battle as well. Morton takes home the trophy in the end, and it was a well-deserved victory!

Make sure to follow CnC: Final War on ModDB and on Discord!
ModDB: https://www.moddb.com/mods/cncfinalwar
Discord: https://discord.gg/2gMk4Qm

This game play footage reflects a beta-testing version of the project and any bugs or balance issues are not to be considered final. The audio media used in the video is used for demonstration purposes in CnC: Final War and the original source of audio can be found at the following link:
https://www.youtube.com/watch?v=z9iRV-61EIo

OpenRA Release 20180923

$
0
0
With two months of successful playtesting behind OpenRA, we are pleased to finally announce Release 20180923. The new release brings players up to date with development from January to July 2018, which includes some interesting new features and welcome fixes despite a significant reduction in our development manpower.

One of the themes in this release is integration: a new player account system bridges your in-game persona with the OpenRA Forum; improvements to the game client and server infrastructure enable a more usable online server list, and a new strategy for Linux packaging allows us provide baseline support for more players while reducing our maintenance burden.


Player badges

Players can add badges to their profile to show their achievements or preferences.

Connecting to your OpenRA forum account allows you to verify your identity to other players without revealing your IP address. You can also choose to display up to five badges, with a selection of default options and custom awards available to choose from. Server hosts can configure private clan or tournament servers based on accounts instead of using passwords.

Other improvements to the in-game UI include a new preset- and custom-color tab on the color chooser, the ability to select in text-fields using the mouse, and returning you to the appropriate sub-menu (instead of the main menu) after leaving a game.


Custom color picker

The color chooser now allows you to save and restore your favorite colors.

The new AppImage package format allows us to provide “upstream” releases that should work on all modern Linux distributions. These self-contained packages do not require installation, and so you can keep multiple versions on your system in order to join servers or watch older replays. AppImages can be integrated into your system (adding launcher shortcuts and version updates) by installing the appimaged daemon. If you prefer traditional packaging systems, we encourage you to try out community-supported packages for your distro.


Tech structure tooltips

Mouse-over a capturable tech structure for a description of what it provides.

Notable gameplay changes in this release include:

   - Significant improvements to rendering performance and unit responsiveness
   - Descriptive tooltips for tech structures
   - Tech structures and walls remain on the battlefield if their owner is defeated
   - Overhauled Chronoshift-return behaviour in Red Alert
   - Disabled Kill Bounties in the Red Alert campaign and default multiplayer configuration
   - Fixes for several crashes and gameplay bugs in release-20180307
   - A collection of community balance changes in Red Alert and Tiberian Dawn

As always, we suggest you read the changelog for more complete information, and head over to the download page to get started with the new release!

The latest Mod SDK releases contain major improvements over the 20180307 release:

   - Support for creating Linux packages (via AppImages)
   - Overhauled tools and documentation for updating mods
   - Improved error detection and messages for common modding mistakes
   - Support for creating mods that extend one of the default OpenRA mods

Our investment in the SDK over the past 18 months is paying dividends with impressive community projects now under development. We would like to highlight the recent release of Shattered Paradise, which gives players a first look at Tiberian Sun on OpenRA, and the impressive progress of the KKnD Remake project.




The KKND project aims to remake KKND 1 and 2 using the OpenRA engine.

IceReaper, classic RTS enthusiast and lead developer of the KKnD remake, has also started a video series that illustrates from first principles how to reverse-engineer the asset formats from an old game (Earth 2140) and build a stand-alone remake using OpenRA. We recommend following this series as it develops if you have some programming experience and would like to learn more about reverse engineering and creating projects using OpenRA.

YR Red-Resurrection 2.2.9 released!

$
0
0


Patch 2.2.9 for YR Red-Resurrection has been released! Over the last couple of months another patch has been procured, this time the BIGGEST since launch. 2.2.9 contains big changes to a number of countries including Japan, Yugoslavia and the Confederation, as well as the 'completion' of European changes that began in the last patch. Take a look at a selection of changes below:

Big Features
  • NEW CONTENT for Europe: Bastion, a T3 defensive structure & reworked Chrono Freeze as a T4 power.
  • NEW CONTENT for Confederation: Dark Shroud, a T3 support power & reworked Cazador.
  • NEW CONTENT for Yugoslavia: Holographic Deception, a T3 support power & reworked Polarity Swap as a T4 power.
  • NEW CONTENT for Empire of Japan: Iron Grunt, a T2 support power, reworked Cryo Legionnaire, Research Institute, a Science Lab replacement & Plague Strike, a new T4 power.
  • 17 brand new, high quality maps for multiplayer.
  • Lots of balance adjustments and reworks of existing units.
  • Countless bug fixes.

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!


--------

Zero Hour Enhanced third update on september...

Mental Omega 3.3.4 has been released!

$
0
0


Mental Omega 3.3.4 has been released some days ago, according to their discord channel. Some of the changes for this version are:

- Updated Ares
- 8 Covert Ops missions
- 1 Foehn Origins mission
- 19 skirmish/multiplayer maps
- 1 Challenge map
- many bug fixes, fixes for missions and balance changes

The full changelog can be read here.

You can download the latest version at Mental Omega's download page. If you already have the 3.3.0 or newer, you can also use client to update it automatically. Enjoy it!

Tiberium Secrets 1.3 has been released.

$
0
0


The team behind Tiberium Secrets has just released their latest version (1.3) of their mod for C&C 3: Tiberium Wars that brings GDI, Nod, Scrin, ASI, Colony Hive and D51 factions for the battlefield. While the 3 first factions are well known by the players of the original C&C3 game, ASI stands for Artificial Systemic Inteligence and it seems to be a very anti-tiberium faction that emerged from the Brotherhood of Nod. And that is the opposite in some sense of the Colony Hive, which is a race of virus, insectoids and other creatures that survives and mutates with Tiberium. D51 is something that seems to have affiliations with GDI...

Here's the patch notes for 1.3:

Quote:

- Switched back to combined mod stream to fix ASI garrison art issue
- Added sound effect for PPC Turret weapon fire
- GDI Guardian Cannon damage increased from 350 to 450
- GDI Guardian Cannon now has 50% increased damage against basic tanks
- Nod Laser Turret damage increased from 140 to 170
- Nod Laser Turret now has 50% increased damage against basic tanks
- Scrin Photon Cannon damage increased from 140 to 150
- Scrin Photon Cannon now has 50% increased damage against basic tanks
- ASI PPC Cannon damage increased from 350 to 500
- ASI PPC Cannon time between shots increased from 2.3 seconds to 2.6 seconds
- ASI PPC Cannon now has 50% increased damage against basic tanks
- New selection decals added for ASI units
- Ability to build Conductor removed
- GDI Rifle Soldier health increased from 75 to 110
- GDI Rifle Soldier weapon damage increased from 3 to 4
- GDI Rifle Soldier weapon now does an additional 25% damage to rocket infantry
- Nod Militant health increased from 40 to 60
- Nod Militant weapon damage increased from 3 to 4
- Nod Militant weapon now does an additional 25% damage to rocket infantry
- Scrin Buzzer health increased from 112 to 150
- ASI Neutralizer health increased from 150 to 220
- ASI Neutralizer anti-infantry weapon damage increased from 30 to 40
- ASI Interceptor now selectable
- Death missile damage increased from 5000/1250 (max/min damage) to 10000/2000
- Fixed inconsistent hitboxes across states for Refinery and Airpad
- Added hitbox to ASIM's Matrix
- Added hitboxes to Inquisitor and Conscriptor
- Fixed typo in Cooling Tanks description
- ASI Auto Designer's drones no longer count as engaged units for the purposes of deciding when to play the ASI action music track ASI music no longer stops playing after a player has built a superweapon
- Added full ASI victory music track to ASI ambient music tracks (more likely to play after superweapon is in play) Before, victory track would only play for a few seconds during victory
- Added missing text strings for Four Horsemen superweapon timers



You can download the latest version of their mod at their ModDB profile. Enjoy it.

C&C Red Alert History has joined PPM.

$
0
0
Hello everyone! Let's give a warm welcome to Command & Conquer Red Alert History at PPM. This is a modification for Command & Conquer 3: Tiberium Wars. This mod brings the Red Alert universe into the game. And when I say Red Alert universe, it means that you'll see elements of all three Red Alert games on it and their respective expansions.







The latest release, as announced here, is the Release 6 Beta, which Madin made publicly available in the last month. You can download it






And he started posting at the forums his progress with the Tesla Tank modeled by Ska-ara, as you can see in the pictures below:








So, pay a visit to the Command & Conquer Red Alert History Forums at PPM and its ModDB Profile to learn more about it.

Happy birthday to PPM! 18 years old! Go beers!

$
0
0
Ladies and gentlemen! We are, once again, celebrating the anniversary from Project Perfect Mod. Old site, my friends, being miserable 18 years old.

That's a really long time and if it depends on me, it will still last eons. It started as a naive idea for a new Tiberian Sun mod and... ahh... I can't be bothered to write about that anymore. The whole story is written on the About PPM section.

The birthday present of this year... (well, I'm sure everyone would ask about that)... has arrived over one month earlier. Did anyone pay attention to the sudden boost of activity from our news posts? And believe me when I say that I did not become idle or bored out of nowhere. I might still be unemployed, but I do have a thesis to work hard on and I am also working hard to get a job. But what happened here is a new assistant that has been helping us to get news from certain sources much faster. I used to take 30, 40 minutes or even an hour to post a news that now I'm taking 5 to 10 minutes.... 15 minutes in the worst cases. So, it's pretty much easier for me to post news now. And our news activity in the latest two months are just as high as in the good old times in 2008 or earlier because of that. Isn't it a good birthday gift?

The funny thing, however, is that the number of comments to these news have reduced a lot. Come on, guys, don't be shy!

We have other plans for the site that we shall implement as soon as time allows us, such as a more responsive forum (to create and edit posts) and responsive site for mobile (ppmsite.mobi will be eventually be merged into the main site).

But for now, let's continue with the tradition: the cake!




The credits for today's cake goes to this site

CNCNZ.com interviews David Silverman

$
0
0
The good people over CNCNZ.com has started a new featured known as the Dev Detector, where they conduct a series of interviews with people who participated on the development of old Command & Conquer games. And the first target is David Silverman. Here's what they say about it.


Quote:
Our first guest is none other than David Silverman, EALA's product manager from 2006 to 2009, who is better known to the community as the creator of Command & Conquer TV and a host of Battlecast Primetime. We've asked him about his favourite project at EALA, the origins of C&C TV, his days at BioWare, and his current shot at streaming.



As someone who works on the marketing side of these games, some of his answers are somewhat expected. Nonetheless, it is an interesting read. Check it out.

Also, in a smaller note, but being interesting as well, the latest Nmenth's Research Lab explains why mechs are not as viable for military combat when compared to wheeled vehicles.

Updated tools: G-E's and CnC Maps Renderer

$
0
0
Some tools were updated recently, such as GE's Map Clean (2.2) and CnC Maps Renderer 2.3.1.

Quote:
MAPCLEAN 2.2...

Improves file loading code, and should handle spaces in filenames as well now. Also because of this, the correct error is shown when no files are specified.

Also including _mc_.bat to make it easier to drag-and-drop maps onto that instead of using commandline.


Regarding CnC Maps Renderer 2.3.1... it is not exactly a new thing, since the source code wasn't changed in the last 365 days, but no one has published this build before, so... it mostly comes with bug fixes as well.

Quote:

- ui/settings fix
- minor shadow casting fixup
- add option to disable tile fixup
- don't unlock drawingsurface before squared start positions
- possible nullref fixes
etc



Head to this topic to download GE's Map Clean (2.2) and here to download CnC Maps Renderer 2.3.1.

The Second Tiberium War has returned bigger and better!

$
0
0


The Second Tiberium War modification for Tiberian Sun has returned from the ashes some time ago. After more than 5 years archived by Aydra, the version 1.12 with a resolution fix was released a month ago (and we missed). But that's not the real deal of this news. The real deal is the upcoming 2.0 version of the mod, under the leadership of Ever_Valiant* that will bring a myriad of features into the table.



The first news is the compatibility with the Tiberian Sun Client and all its features, such as allowing players to choose their start locations, among other things.


The gameplay has also changed and the author has made weapons more 20% effective and buildings hit point reduced by 20%. Also, build times are faster and there are other tweaks as well.

And the unit rooster has changed a bit with the return of the Ghost and changes on the super units such as Vega and Ankha:



There are new maps such as Scorched Oasis and Covert Operation, as shown on the pictures below:





There is also a hardcore AI, tweaks with projectiles and veteran overhaul. For much more information about it, head to this topic at The Second Tiberium War Forums.



* There is no confirmation from our side that Aydra and Ever_Valiant are the same person or not
Viewing all 1510 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>