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Happy 2019, from Project Perfect Mod!

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Hello everyone! Happy 2019 for everyone! All hail! Today is the day of the year that we always post a reminder on the good things that happened last year and our plans for the current year. Although our tiberium vision is the future of our species, the grand goal of our world... we hold no real expectations about getting it accomplished anytime soon, although some of the things in this vision may eventually happen for real once in a blue moon.

In this first day of 2019, we already have a present for you! The site... has changed! Ok, if you take a first glance on it, you'll certainly think we are joking about it. The layout is really the same. The thing is... look at https://www.ppmsite.com at your mobile phone. And guess what? It is responsive! The menu button and the avatar for those who are logged out are things that might be improved within time, but they will only show up if your screen resolution is really small. In this case, clicking on the menu button (three horizontal straight lines) will show the  menu options and hide the rest. If you click on your avatar instead, it shows only the right menu. To show the content again, click at the PPM banner in the middle of them. Other than that, many of the web elements in the site now display as flex. I don't know how Internet Explorer 9 deals with it, but all Webkit (Chrome, Safari, Opera, Vivaldi, new Edge), Gecko (Firefox, Firefox Focus) and even Edge (the old one before the change to Webkit) has dealt fine with it. Anyway, I hope you enjoy it.


Now, let's move to the part of the good things that happened in PPM on 2018:

- PPM website is now responsive and the Mobile site will fade away, directing its visitors back to PPM website where they shouldn't have left at all. This is part of the "Re-design and modernize the main website, merging the main site with the mobile one" objective from the last year.

- PPM News Reporter has been constantly fetching news from mods with profiles on ModDB, being a great partner to yours trully to boost news posting in this place. In the recent years, I used to catch the happy new year post from the previous year in the page 2. This time, it is in the page 3 from PPM News Network forum.... and that because the news posting has only boosted since august. Next year I'll expect it at least on page 4. Anyway, this was our progress with "Improve news coverage from other games and communities" objective of the last year.

- PPM Terms of use were adapted to the European Union General Data Protection Regulation.

- PPM forum moderators may merge topics and set their visibility on or off. For the common user, the profile options were extended.For bots, banned bots or zero posters will not display some of the profile data for the public.

- PPM has a new Advertise with Us terms and plans.

- The following mods were released at PPM: Dawn Of Tiberium Age 1.176, Tiberian Sun Client 5.42, Shattered Paradise 20181210, C&C Red Alert History Release 6, CnC: Final War 1.0b, The Second Tiberium War 2.0 and Medieval Warfare 20180726.

- Following our efforts to "attract more high quality mods" to PPM,  Command & Conquer: Red Alert History has joined our forums.

- Twisted Insurrection, Tiberium Essence and Mental Omega have received a honorable mention on ModDB Mod of the Year 2018 Player's Choice

- Stucuk has shared the source code of his OS: HVA Builder 2.2 WIP.

- Linq2js has released his New INI Editor that helps users to code mods with multiples INI files in a more manageable way. Tuc0 has posted hacks for both Tiberian Sun and Final Alert 2 to be applied with C&C Executable Modifier. Westwood Font Editor has received a minor patch to address symbols up to 64k. Nyerguds has also created Engie File Converter, which converts SHPs from many Westwood games. including Command & Conquer 64 for Nintendo 64. Lin Kuei Ominae has patched Image Shaper with several updates through the whole year. E1Elite has done several updates to AI Editor. The build of the latest git version of CnC Maps Renderer was made available by E1Elite at this post. Most of G-E's tools, such as MapClean, AICheck, AIClean and SoundCheck have received several updates during the year.

- Ares can now save files. Tiberian Sun Client 5.42 has added a new DirectDraw mode and several bug fixes. OpenRA Engine has advanced a lot with game UI presets, connection of user accounts with OpenRA forum accounts (which resulted in the destruction of SleipnirStuff), several improvements to AI behavior, several improvements for the Mod SDK, which allowed the release of a non-Command & Conquer related game: Krush Kill 'n' Destroy.



With all that said, let's move to our tiberium vision for 2019. It is always based in the same plans from the 5 or more recent years, since these plans are actually very long term plans. So, expect, once again, a copy and paste job with minor changes:

->Modernize the main website and progress with Project Perfect Game: We plan to bring more modern web based technology to the current site design. Furthermore, we also want to make future expansions to different topics (game development coverage) easier in a long term plan, as well as approach the content of our hosted TiberiumWeb to our own. Unlike the plans in the previous years, we decided to let the Revora Network Bar stay for good.

->Modernize the forums: We want to have a similar approach to the responsive site from the main site with the forums, so it will be better to browse it with mobile devices. Also, we want to allow posting, editing and other common tasks to be faster and as confortable as a chat in discord.

->Expand the site to become more popular with games beyond Tiberian Sun, Red Alert 2 and OpenRA scope: We are slowly adding content for other games here, but we are not getting many modders interested to discuss them in our community yet. We are already trying to change this situation by adding more content and trying to approach communities from other games. Now we can also re-use our existing content to quickly expand new subjects that can be covered here.

->Progress with VXLSE III's 3D model export feature: This is our ultimate goal to become a significant community that modifies or develops 3D games. We have many voxel assets that would be very useful in newer games if we are able to convert them. Don't expect this to be finished in 2018, since I have a doctorate to finish first and the my thesis will be used on this solution (being a small, but significant part of it).

->Attract more high quality mods: We need fresh blood and attractive content in this place. PPM is still an attractive place to have forums to advertise your projects and it still holds a community with skilled modders and artists to improve the quality of your project in the long term.

->Improve news coverage from other games and communities: Nowadays, we have got a more aggresive approach to cover news related to Command & Conquer games and OpenRA, but this is not enough. We want this place to become a modding reference for every game. We plan an even more aggressive approach to obtain news generated in this community and also from other sources. We plan to use bots to help us to collect these news from GitHub, Discord, You Tube, Facebook and Twitter and provide a quicker way to transform this information into news posts. Obviously, these news posts will still be written and revised by humans. We want to use it to increase the activity of this site and the attractiveness for game designers and user content creators that are not restricted to the universe that we cover nowadays. We expect to do that by using the RSS importing feature of this forum, the keywords feature and writing softwares to interpret the collected data and convert them into readable posts.

->Improve the organization of our content: The News Tracker and the Key Words features are a nice way to organize the content that we may explore. Now we need to use these resources to expand the potential of this place as a good reference for game design and user content creation, as well as a good place to learn news about it. We will also improve the way we organize our key words.




And, for now, that's all, folks. I hope all of you have a great 2019. And hopefully, we'll have great things coming to this community in this year. Now, with, hopefully, EA's help. At least they seem to be doing an interesting initiative to remaster the good old Command & Conquer games. Let's see how that affects our community from now on.

Mod release spree: DTA, SP, MW and Contra!

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Hello everyone! In the last year of 2018 we had some very interesting mod releases which we've missed. Actually, we did mention them in the Happy New Year From PPM post. Dawn of the Tiberium Age latest patches were not publicly advertised and Contra was released few minutes before the end of the last year. So, let's go covering them in chronological order:



Medieval Warfare 20180726:


We are nearly five to six months later here. Anyway this patch to Medieval Warfare includes two new addons: the Silk Roads and Infested version.


Quote:
The Silk Roads:

Introduction of our first new faction from the main two, that being 'King Gabriel Dardanis the first and Baron Hodsworth of Noddingen' is the Sultan, his full name is 'Sultan Cem Rashid il-Nuredin' hailing somewhere within the Middle East (from the real-world globe). this will be an interesting addition to the roster as gives you new stuff to play.






Quote:
Infested Version:

He said he'd never do it, yet with peer pressure comes crushing defeat. enter the Infested Version: your undead gamemode within your conquest, using "creep" skeletons to fight you with at random times. this converts the style of usual conquest to 'who can outlast the other player' as you'll constantly be harassed by the undead as you attempt to go fight each other. current maps in the pool that have this are: Antrax, When Two People Quarrel, Tiberium Explosion (though likely will get renamed since where's the tib in MW?) and Blasted Core with more maps likely on the way.

this was designed to be used for Campaign maps that the community can create to add some funky spanners to the works that players have done. there will be a post detailing the different things the undead has in it's arsenal to right make a mockery out of your forces. if you wish to create maps with graveyards in the area, the factions post of the undead should detail what you: the map creator, will need to know about getting the undead in the mod.


For more information on this patch, check this news post on ModDB. And the download is also available at its ModDB Profile. You can discuss the mod at their forums on PPM.



Shattered Paradise 20181210


This patch for Shattered Paradise is mostly a balance patch. The changes are listed in this file.



Dawn of the Tiberium Age 1.176


Released right before Christmas (for Catholics), the specific 1.176 was a bug fix that allows the mod to run, again, in a Windows XP system. But there were many other changes during the whole year, based on inumerous patches that are constantly being released. And these includes bug fixes, balance changes, new sounds, musics and some other stuff. The full change log is located here.



Contra 009



There was a trailer (see below) announcing its upcoming release... and now it is reality. Contra 009 fixes over 200 bugs from previous versions. The Angels general was remodeled. All maps have proper map previews. And the change that really calls more attention is ContraVPN. Blame the russians for that one. For more information on this patch and how to download it, check their forums on Revora.












And that's it for now. Have a happy 2019 with very cool 2018 mods!

Tiberium Essence 2.0 Alpha has been released!

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Carnius has recently released the alpha version of Tiberium Essence 2.0. Tiberium Essence's proposal is to bring back the loved units from Tiberian Sun to the game, as well as improvements on the graphics, sounds, etc. This new version of the mod is the first that includes the Forgotten as a playable faction. It is still a version that demands a lot of testing, which is why it is considered alpha.  So, here are some important notes from the author:

Quote:
Unfortunately Alpha version means that it contains bugs, incomplete assets and possible performance issues.

Forgotten faction AI also do not work in skirmish games (you should be able to play as Forgotten in PvP in multiplayer).

I will try to fix it in future but for now it is what it is.



Regardless of that, it is really a fun and a very popular Tiberium Wars Mod. Give it a try. Download it here and please, provide your feedback to help improving it.

OpenRA Playtest 20190106

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Better late than never, OpenRA is celebrating the new year with our planned “2018 holiday-season” playtest. Playtest 20190106 brings some big changes to gameplay mechanics, more single-player content, and even more bug fixes and performance improvements.

The biggest change comes to the unit targeting logic, which has been reworked to better understand the Fog of War. This has fixed a collection of long-standing bugs (especially with artillery-style units), however, due to the subtle nature of these changes, more testing is required to predict the impact on overall gameplay and game balance. We hope that the community can rally behind testing and report any issues so that they can be addressed before the final release.

The specialised infantry in Red Alert have had a shake-down and a fix-up:

- Engineers are now consumed when capturing buildings, after a short external wait
- The Hijacker is now the Thief, who can steal cash from refineries in addition to capturing vehicles
- Allied Mechanics now repair destroyed team-mate vehicles instead of capturing them
- New Attack Dog behaviour resolves many issues and behaves more like the original game



Improvements to the Attack Dog and Thief should make them more viable on the battlefield.


Thanks to the hard work of several new contributors, seven new single-player missions have been ported from the original Red Alert, and another two from Tiberian Dawn. Behind the scenes, the underlying AI framework has been rewritten to support the development of some long-planned improvements in future releases.

Some other notable gameplay changes include:

- Units in the Return Fire stance will no longer chase their attackers
- Infantry in Pillboxes in Red Alert no longer gain experience
- A new Ctrl modifier queues items at the front of the production queue
- The spectator UI now includes information on player army values



Nine more single-player missions have been adapted from the original games.


This release brings several improvements to the development tools. The map editor has been upgraded with a new actor property editor and improved copy/paste tool, and the tile selection sidebar now supports multi-category selections. The mod rule linter has been made more robust, and can now report errors in audio notifications. The Mod SDK has also been updated to work with the new playtest and planned future changes to the OpenRA Resource Center.



The map editor now supports editing actor properties such as owner, health, facing, and stance.


OpenRA is developed by volunteers who freely donate their spare time to build games that everybody can enjoy. Playtest 20190106 contains changes from 34 contributors over the last 5 months, and fixes bugs reported by many others. This post covers only some of the changes, so see the full changelog to learn more.

The playtest releases are our way of crowdsourcing bug reports and feedback so that the next release can be the best it possibly can. This only works if you get involved, play games, and report your feedback. If you do have something to say, please let us know in the comments below, on OpenRA's forums, Discord, or GitHub.

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!

Doom Desire Summary of 2018 Update

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This New Year update for Doom Desire is a bit late, but 2018 was still quite productive, bringing Essence nearly to completion. As of now, all of their infantry are done, with only few units and maybe 2 buildings left. Most likely, I'll be now moving to Paladin infantry and Vintarid buildings.
But first, a summary of what was done in 2018.


Aphrodite Patrol Craft An AI-controlled, low-altitude agile aircraft, meant to serve same roles in an army as a typical attack helicopter.


Magnetic Turbine An easily accessible source of energy for any Essence military base. They can be overloaded if the situation requires, releasing an electromagnetic pulse that disables electronic devices in vicinity.


Kerberos Powersuit With dimensional portals available to transport troops and vehicles, it's logical they would also be used to transport ammo and payload to the battlefield. This powersuit puts that into practice.
Revenant The dimensional portal technology doesn't come without drawbacks. When one of the side effects is being fused with your powersuit and going insane, dying in a violent eruption might be more preferable.
Prowler The suit uses a miniaturized nuclear reactor to allow movement, including high-speed flight. The power can be diverted into a metallic wire that turns into plasma as it's flung at an enemy target.


Elysium Access Point One of the main reasons to gather so much Crystalline, these structures sustain portals to a place called Elysium, where EssentialTech is building something unprecedented.
Gateway Various kinds of Gateways exist, some used to access Elysium itself, others to transport ordinance between different bases.


Barracks These quick to field and highly customizable containers are widely used in military operations involving EssentialTech, either as barracks, equipment storage, field hospitals, or for civilain housing.
Assembly Plant An EssentialTech drone manufacture line, modified to assemble heavy vehicles such as tanks.
Portal Catapult Portal technology allows Essence to accelerate or decelerate an aircraft as it passes through another dimension. This eliminates the need for large runways.


Auroral Resonator The pinnacle of EM wave weaponization, it can manipulate current weather conditions into their extremes. Or, ironically, prevent other means of affecting it.
Amplifier Node The radio waves it generates cause a fatal resonance in the alien flyers, destroying them when conventional weaponry remained ineffective.


Crystalline Containment Cell This building was designed as storage for various chemicals and toxic materials. With additional modifications, it can keep the stored Crystalline isolated from the surroundings until it is properly utilized, making nearby personnel safe.
Armory A small assembly plant inside each Armory allows Essence outposts to construct defenses and stall the attackers until reinforcements arrive.


That's it for now. Have a Happy New Year!

Another update from Jim Vessella on the C&C remaster

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Jim Vessella, the current producer from the upcoming remasterizations of Command & Conquer: Tiberian Dawn and Command & Conquer: Red Alert 1 has posted a very interesting update confirming that they still have strong portions of the source code of the first two Command & Conquer games in their headquarters and how Petroglyph's GlyphX engine will be used together with it. Here's the whole text he has posted few hours ago in the reddit:

Quote:
Remaster Update and Source Code

Fellow Command & Conquer fans,

We hope you had a good holiday season and that your New Year is off to a positive start. On our side, pre-production is continuing in earnest and we completed our first Milestone about two weeks ago. This Milestone included many of our documentation plans for how we want to build the game, and effectively laid the foundation for the rest of our pre-production cycle. Our next step is to begin translating those plans into a first playable prototype, which will hopefully help validate many of those initial concepts.

One of those key items is how we’re going to approach the game from a technical standpoint. We know one of your core questions has been around the game engine, and we’re ready to reveal some of those details below. Now, it’s worth noting that as with all software this early – plans can change – so please understand this is a snapshot of our thinking in January 2019, and does not necessarily guarantee how the game will eventually ship.

To kick things off, one of the most important questions from the community has been the following:

   Do we have access to the original source code?

We’re excited to say the short answer is “Yes.” Over the past few months we have been able to acquire the majority of the source code for both the original C&C and original Red Alert. I say majority, because what we have is not a complete archive, and it’s going to continue taking some work to validate the full re-usability of the code. Thankfully, there is no better team than the individuals at Petroglyph to go on this R&D journey.

So what does all this mean?

Well, it means we’re aiming to re-use parts of the source code to try and keep the gameplay feel as close as possible to the original games. Again, our goal is to Remaster the original gameplay, not remake it. That being said, there are many areas where the original source code just cannot deliver the quality or functionality we’re looking for in many of the supporting elements. That’s where the second piece of the puzzle comes in.

In addition to Petroglyph’s unique familiarity with the original source code, they have also spent the past 15 years optimizing their own proprietary RTS engine called GlyphX. This engine has been used to power Petroglyph’s RTS titles, and comes with many of the recent standards the community would expect from a modern RTS engine. So with that in mind, our goal is to utilize both GlyphX and the original source code to gain the combined benefits towards the Remaster.

To provide a quick example (Not guaranteed but purely for illustration purposes), imagine using the original source code to determine the charge-up behavior of the Tesla Coil, but utilizing the GlyphX Audio system to ensure the Sound FX are fully enhanced for when that Tesla Coil fires.

As you can predict, there are more details which we’ll learn as we begin to execute upon this plan. But we hope this provides some clarity in the meantime as to how we’re approaching the Remaster from a technical perspective. We’re eager to share more as we begin to prototype the software, and looking forward to hearing your comments in the thread below.

Cheers,

Jim Vessella

Jimtern




My current understanding of what he has said implies that he will use GlyphX for graphics, sounds and, perhaps, user interface, while the behavior of the units will be determined by the game engine from Tiberian Dawn. It might work in a similar way as seen in an old fan virtual reality project of Red Alert 2 that rendered the game using Unreal Engine while the unit behavior  used OpenRA engine. You can see that in the video below:






And that's all for now. Post your opinions about it in a reply.

OpenRA Playtest 20190209 is now available!

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A new playtest build of OpenRA is now available with a collection of fixes and improvements over playtest-20190106.

The last playtest made some big changes to how targeting interacts with the Fog of War, which broke a lot more than it was expected. Rather than reverting these changes, the OpenRA developers decided to go all-in, and replaced even more of the targeting code - a job that they had originally planned for the release after next.

These new changes should fix not just the regressions in the last playtest, but also several other long-standing gameplay bugs and inconsistencies with the Fog of War, engineers, and aircraft. They also bring two long-requested features:


  • Tanks and other turreted units automatically target nearby units while moving

  • Force-firing with long-range artillery style units targets the ground, allowing attacks to continue when vision is lost under the Fog of War.


These new features should go a long way towards improving combat fluidness and the ability to micromanage your forces.




Tanks now automatically target enemy forces while moving.


The audio notification changes introduced in the last playtest have been refined and expanded by adding click feedback to the sidebar, reducing the volume of the “cash tick” sounds, and normalizing the volume changes between different music tracks. The build is rounded out with fixes for bugs and crashes that were reported in the first playtest - see the full changelog and playtest-20190106 news post for more detail.

Head to the download page to give it a try, and let them know what you think in the comments below, on Discord, their forum, or GitHub!

YR Red-Resurrection 2.2.11 out now!

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It's been a couple of months since the last patch for YR Red-Resurrection and in that time some significant changes have been made. Since the release of 2.2 I have been reworking countries that I felt were lacking, and the last of those was the United Kingdom, who have finally been given the attention they need in this release.



Calling in reinforcements from around the empire, the British Army is bolstered with special units capable of turning the tides of battle. Furthermore they gain the Pintail and Pop Shell, which replaces the Arms Jammer, and the Battle Fortress has been reworked.



Not only have the UK received additions however, Yugoslavia gains the Ironsmith, an infantry equipped to render your tank divisions unstoppable!

As always, new maps have been added as well.



If you're interested in how those maps get made you can watch a timelapse of myself creating Close Encounter (2)! Remember to subscribe on YouTube for additional content.





Of course there are many balance changes, bug fixes, additional maps and more! Here's an overview of the entire patch:

Big Features
Reworked the United Kingdom, altering existing units and removing and replacing others, including-

  • The Colonial Bureau for the UK on T2. Provides units at intervals depending on your tech tier; the Skitter on T1 - a fast amphibious harassment unit equpped with mines, the Gurkha on T3 - a steadfast versatile soldier and the Wildcat at T4 - a long range anti-unit artillery.
  • The Pintail for the UK. An aircraft available at T3, replaces the Arms Jammer. Attaches a bomb to enemy vehicles that jams their weapons, and the weapons of surrounding vehicles, for 45 seconds.
  • The Pop Shell support power for the UK. Spawns a tank bunker anywhere on the map, allowing you to fortify an area on the fly!
  • The Ironsmith for Yugoslavia. And infantry on T3 who can attach charges to friendly vehicles which double their armour when activated!
  • A new client feature; the Pick Random Map button, available in skirmish and multiplayer. Selects a random map based on the number of participants in the game.
  • 7 all new maps in skirmish and multiplayer.
  • A dozen reworked existing maps for more interesting strategies and improved balance.
  • Many balance adjustments and bug fixes.

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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OpenRA Playtest 20190302

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The OpenRA devs are today pushing a new build that addresses a number of issues discovered in playtest-20190209.

The changes in playtest-20190302 are:

- Fixed target cursor issues with buildings under the fog
- Fixed inconsistent “Unit Ready” audio notifications
- Fixed harvesters moving to empty resource fields when unloading
- Fixed turrets “twitching” when targeting enemies at their maximum range
- Fixed a collection of map and mission issues in Red Alert
- Implemented community-driven balance changes for Red Alert

They expect this to be their final release candidate, which will be repackaged as a new release before the end of March if no further regressions are found.

Head on over to the download page to grab the new playtest, and prepare for battle!

OpenRA Release 20190314

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We are pleased to announce OpenRA Release 20190314, which brings changes developed between August 2018 and January 2019 and polished with the help of player feedback acrossthreeplaytests during the last 10 weeks.

The most exciting change in this release comes from a complete overhaul of the unit targeting logic, which fixes many long-standing bugs and introduces some important improvements to gameplay fluidity:

- Tanks and other turreted units automatically target nearby units while moving
- Automatic targeting now properly accounts for the Fog of War
- Force-firing with long-range artillery style units targets the ground, allowing attacks to continue when vision is lost under the Fog of War


Tanks now automatically target enemy forces while moving.

The specialised infantry in Red Alert have had a shake-down and a fix-up:

- Engineers are now consumed when capturing buildings, after a short external wait
- The Hijacker has been promoted to thief, who can steal cash from refineries as well as vehicles
- Allied Mechanics now repair destroyed team-mate vehicles instead of capturing them
- New Attack Dog behaviour resolves many issues and behaves more like the original game


Improvements to the Attack Dog and Thief should make them more viable on the battlefield.

Thanks to the hard work of several new contributors, Red Alert now features an additional seven single-player missions, and Tiberian Dawn another two. Behind the scenes, the underlying AI framework has been rewritten to support the development of some long-planned improvements in future releases.

Some other notable gameplay changes include:

- Units in the Return Fire stance will no longer chase their attackers
- Infantry in Pillboxes in Red Alert no longer gain experience
- Red Alert Balance changes include adjustments to the long-controversial Allied Artillery
- A new Ctrl modifier queues items at the front of the production queue
- The spectator UI now includes information on player army values


Nine more single-player missions have been adapted from the original games.

This release brings several improvements to the map editor, including a map actor editor, a new Copy/Paste filter, and the ability to select multiple terrain categories in the sidebar.


The map editor now supports editing actor properties such as owner, health, facing, and stance.

There are a lot more minor changes and bugfixes, so take a look at the full changelog if you want to unwrap all of the details. Grab the installer now for your operating system from OpenRA's download page!

We hope you’ll enjoy this newest installment of OpenRA! Have fun!

PPM is officially supporting C&C Rivals modding!

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Hello everyone! We'd like to apologize for the silence of 3 months. I believe some of you might have noticed that I've barely posted any news during this time here and I am not proud of it at all. But sometimes, great things demands greater sacrifices. And, with the user of some hacking skills, we are glad to announce that we can now mod C&C: Rivals.

Now, some of you must be wondering... how would that work if most of the game is processed on EA's end? Well... we had to mirror it on our own side, understand the mechanics and write our own server. And that's what we are going to share with you in the next hours!

With the PPM Rivals server, you'll be able to host your own lunatic version of the game and play it as you desire. Bring the units that you want, customize their costs, firepower, hit points, etc... and you can also play with the whole monetization of the game and create new maps. There are, however, many limitations, including new factions, map sizes and among other design choices of the Rivals developers.


And, to get things started, we have created forums where you'll be able to discuss and get your modding  issues sorted, since I do not expect official support into that. In fact, the least the "official support", the better in this case.

Anyway, get ready and start posting and have fun:

- C&C: Rivals Editing Forums
- C&C: Rivals Mapping Discussion
- Philadelphia Tutorials Zone
- C&C Rivals: Map Archive

Serious note on PPM's support for C&C: Rivals

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Hello everyone! If you've read yesterday's post, you must be aware by now that this was obviously an april's fools joke. We don't have a server code for the game and, even if we developed one, we wouldn't make it public. PPM is not part of the deep web, folks. We are indexed by search engines. We do follow rules and we do not condone illegal activities here under any circumstances.

We are, however, leaving the Rivals Editing forums opened for a couple of days for those who are curious to learn more how does the game work. if we notice that there is no interest on the community's side (which is a natural tendency, since the game isn't really moddable in a positiive way), the forums will eventually disappear and all its posts will move to Other Games Modding.

3DS Max 2017 W3D Export Tools were recently updated!

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One of the things that were released in the first 3 months of this year and we've missed completely in PPM were the W3D Tools and the 3DS Max 2017 W3D Asset Exporter from Tiberium Technologies. And that's an important news, since you don't need to have a jurassic version of 3ds max or a GMAX from the Big Bang to make proper models for Renegade, Generals and even Battle for Middle Earth 1 and 2.




This set of tools includes a W3D exporter tool for 3ds Max 2017, a W3D Viewer and a W3D Dump. The latest version comes with the following changelog:

Quote:
Here's the changelog:

- Add some error checking and messages that the old max plugin supported
- Display the total vertex count in the export log window
- Fix a bug that affected certain skinned meshes, hierarchies and animations
- Fix so that the animation frame spinners on the export dialog allow you to select any number up to the actual number of frames in the scene (previously it would only let you select up to whatever the last "maximum" value you chose was)



Head to W3D Hub to download the latest version. And, for further information, check get in touch with our friends over W3D Hub.

The Second Tiberium War 2.1 has been released!

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Ever_Valiant has recently released The Second Tiberium War 2.1 modification for Tiberian Sun. Here are his promotional words and pictures on this release:

Ever_Valiant wrote:
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"There is mirage in the distance that all game designers aim for where the game feel becomes just right. No game would I say has ever achieved that perfectly, but I believe that The Second Tiberium War has come closer than ever before. It is an ongoing search to find that diamond in the rough and it may seam impossible, but it isn’t, and it’s the journey there that makes us grow. Skills over time will improve and discoveries are made and with all things learned, one must press on to the end. Do I believe Tiberian Sun has the potential to reach that milestone of greatness, Yes I do. That is my goal with this project, and doubt is one’s greatest enemy. For it is not the limitations of the game that prohibit you, but your own belief on how far you can go."

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The Second Tiberium War v2.1 - Re-Genesis Update



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Campaign
What you’ve all requested for the past several years is now here, campaign missions! Version 2.1 features a 12 part campaign that tells the story of the Second Tiberium War when the world dominating GDI is challenged by the return of the Brotherhood of Nod. You will follow along a brand new story with new characters that shows the perspective from both sides as events unfold. You will play both GDI and Nod as you move toward the final conclusion. Missions can be replayed at your convenience as you are not forced to play them in order, though I do recommend it.



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Explosion Mechanics
Explosions are fun, and now are even more enjoyable as new debris and effects have been added to all faction vehicles and aircraft. Some have unique debris such as tiberium from the harvester or turrets from a tank go flying off into the distance.



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New Unit and Structure Roster
One of the most requested mechanics that was not present in previous versions was subterranean vehicles. Well that's all about to change as GDI has just revealed their new subterranean vehicle the Armadillo.

Armadillo - A light armored subterranean assault vehicle fires bouncing grenades that explode on impact with enemies. Since pavement is not available for construction, the Armadillo is a powerful vehicle for harassing the enemy and is available with the Titan as a Tech II vehicle.



Nod will see the removal of Termite Drones and Mobile ECM platforms but do not worry, their mechanics will still be available. Land mines will now be constructed straight from the construction yard and the Mobile EMC platform is now a Mobile EMP vehicle. There is also the addition of the new Viper Bike.

Viper - the New Viper is a upgraded Recon bike from the first tiberium war that has now been equipped with a ranged EM beam that disables vehicles and structures. When used wisely the Viper has the ability to disable even the most powerful vehicles such as a the Mammoth or Terror flame Tank.



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Aircraft Overhaul
I took special attention to aircraft in this update changing how they function and looked. Nod’s light aircraft, the harpy, will see an entire overhaul with model and icon and the banshee’s voice and weapon has been much improved.



GDI’s orca now has ammunition with a little more firepower and the orca bomber has been replaced with the Phoenix, an aircraft to be feared due to its strength and firepower.



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Civilian Expansion
Cities have seen a revitalization with a whole host of new civilians and vehicles such as doctors, police, business men, city busses, vans, swat vehicles, commercial jets, garbage trucks and much more! Visuals have also been improved as street lamps and additional building have been added to both rural and urban environments.



Also a special thanks to those that uploaded community assets on Project Perfect Mod forums.

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Future Content
What’s in store for the future you ask? Much, as there are many more additions and improvement to be made as bringing out the maximum potential that Tiberium Sun has the offer is my goal. In future content you will see event maps such as wave defense, redone UI both in and out of client, and the addition of Naval warfare which I have already began working on.



I thank you for the support of this project and always appreciate your reviews and insights. Now go and enjoy The Second Tiberium War, it’s free!#Tongue

(If link does not work, the file is still being authorized by the Moddb staff, should be ready in a few hours.)
DOWNLOAD:https://www.moddb.com/mods/the-second-tiberium-war/downloads/the-second-tiberium-war-21

New Construction Options: C&C Remaster Art Preview!

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Hello everyone. Few days ago, the EA producer Jim Vessella has posted an update on the progress that they are doing on the Command & Conquer (Tiberian Dawn) Remaster. Here's his words on it:


Jim Vessella wrote:
Fellow Command & Conquer fans,

We are approaching the conclusion of our pre-production phase, having achieved several of our key milestones since our last Reddit post. During March we delivered our first playable campaign mission (GDI Mission 1), which included multiple samples of the remastered art running at 4k. This was accompanied by a more complete Visual Target image, which helps the dev team align around our goals for the artistic fidelity. We are now in the middle of getting Multiplayer up and running for the first time, along with dozens of art assets iterating towards their finalized look. Last week we showed many of these items to the Community Council, and continue to receive fantastic feedback via their contributions.

With that in mind, today we wanted to share a glimpse of the pre-production work with all of you here in the C&C community. And this is the first time anyone outside of EA or the Community Council has seen work from the Remaster. In this spirit, we felt it appropriate to start with one of the first assets you see in Command & Conquer - the classic Construction Yard.

Now, if you’ve been reading our previous posts, our primary goal with the visual approach is to maintain the authenticity of the original in-game asset. It’s worth calling out that if there’s a conflict between the in-game asset, cinematic asset, or UI portrait, we’re always going to side with the in-game asset. That being said, if there are opportunities to pull in details from the cinematic footage to enhance an asset, we’ll do our best to incorporate those details. A good example here would be the blue pattern / texturing on the Con Yard door (Inspired by the classic Con Yard unpacking cinematic).

As always, we are eager to hear your thoughts in the comments, and looking forward to sharing more details about the visual approach down the line.

Cheers,

Jim Vessella

Jimtern



And, as clearly stated in his post, he has included the Construction Yard preview (click on it for a full size preview):




And that's where our zombie new post mode ends. The latest remastered versions of Command & Conquer Tiberian Dawn and Red Alert 1 will use Petroglyph's Glyph engine for graphics and may use the original engine code possibily for some of the physics and AI code. The last remaster of Command & Conquer Tiberian Dawn was made for Nintendo 64 in 1999 and it was already 3D. So, nothing new here.

The construction yard model shown above also follows strictly the design from all preview versions. The differences from the original design lies mostly on the crane (only when compared to FMVs) and the ventilation system (compared to N64), which, in my opinion is too far from the rest of the building, which doesn't make much sense. Despite that stupid detail, there is nothing else that may compromise the model. So, my overall humble opinion about it is very positive, with great texture work. This is why I think that Vessella's words seem to be somewhat accurate here. So, yea, it is worth to point out that they are making the models from scratch. Feel free to compare with the pictures from Nintendo 64 below and two from the FMVs from the windows 95 version:


Construction Yard on Nintendo 64, as taken from a YouTube video.






Construction Yard from FMVs, as taken from a YouTube video.


And that's all for now. I hope we'll see more from it on the next E3 in june.

Ares 2.0p1 has been released!

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Hello everyone! Today AlexB has announced the release of Ares 2.0p1, which is the first patch to Ares 2.0, which according to him, fixes issues with Type Conversion feature that was implemented in 2.0, parsing issues with PrismForwarding=forward and EMPThreshold, as well as some saving game issues.

So, did you hear Ares 2.0 in the previous paragraph? Yea, apparently, it was released back in september and we had no idea about it at all. The main feature is the Type Conversions, which allows units to deploy into other unit types or upgrade when promoted. Other features includes enhancements on waves, spy effects and much more. Here's his official announcement on it:


AlexB wrote:
Unbeknown to the public, back in mid-September Ares 2.0 has been released. Ares 2.0 enhances several existing features like waves, more spy effects, more fine-grained customization of several settings.

But the most interesting addition is that Type Conversions are now a thing. Units can deploy into other unit types, changing various characterists, or upgrade when being promoted. Another possibility is to change the type when an amphibious units moves into water or onto land. All the opportunities...

And behold, there's also Ares 2.0p1, which has been released recently to fix a few issues in Ares and the original game.

Happy Modding!

Announcement: https://launchpad.net/ares/+announcement/15251
Announcement: https://launchpad.net/ares/+announcement/15252
Download: https://launchpad.net/ares/+download
Documentation: http://ares-developers.github.io/Ares-docs/

Dawn Of The Tiberium Age 2019 spring update!

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Hello everyone! I am sorry for the lack of updates for... over a month. I'm deeply sorry about that. Real life has been too much busy for me. But fortunately, during these years, we have been building a... "satelite system" to capture communication from our favorite projects and, fortunately, our radar has caught something really interesting recently from the Dawn of Tiberium Age, which is a project that brings the Tiberian Dawn and Red Alert 1 to your Tiberian Sun:


Quote:
So, we hoped to deliver a bigger update with maps, singleplayer and co-op missions by the end of last year. As you know, that didn't happen. The biggest reason for that is that near the end of last year, our multiplayer community got far more active. During the last half a year, it hasn't been a rare sight to see 20 players online simultaneously, and more people have been talking about DTA and organizing games on various Discord communities. As a result, we'veactuallybeenplayingourowngameinsteadofonlycreatingcontentforit.

While spending time on playing, we haven't been all inactive when it comes to updates. We've released 14 updates since our last news post. With the active PvP community and our participation in hundreds of games, we've managed to gather feedback and implement a lot of competitive balance changes. We've also added new multiplayer maps and our usual stream of client and game engine updates as well as new terrain has continued as well.







Speaking of multiplayer maps, multiple players from our active online gaming community have also got interested in creating maps for DTA. Flippy, Tiberius and TrainStation have all made some pretty maps within the last couple of months.







During Easter we also released the "Bunny Hunt" special mission, which has gathered a lot of praise. Despite being an Easter special it's still available, so go play it if you haven't already! While DTA's missions are known for being hard, I made this one lighter than usual so everyone could have fun in it.

...oh, you actually like it hard? You want to challenge yourself? Don't worry, there's still an extra twist for you who enjoy torturing yourself on Hard mode.



While our gameplay and balance have been in a good state for years and we've also improved them greatly within the last year, we've identified some more ways to make our game more interesting. We also haven't forgotten the plans to create more singleplayer and co-op missions. The work that we did for them prior to our multiplayer community exploding is still there, and we've been continuing it, with some missions already finished and more under development.

So while we've been rather lazy with PR work (or too busy developing and playing to do it), which involves writing news posts, there's been a lot happening behind the scenes! Expect to see a major update with significant gameplay changes and new missions later this year!



For further information, you can read the original news post at their ModDB Profile or browse DTA forums at PPM.

New C&C Remasters sidebar has been announced!

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Yesterday, Jim Vessella, the producer of the upcoming remasters of Command & Conquer Tiberian Dawn and Red Alert 1 has shared some bits on their progress with the sidebar of the game. His main objective is to reduce scrolling from the player. So, here are his words on it, as posted on reddit:

Quote:
ellow Command & Conquer fans,

We have concluded our Pre-production phase and are now formally into Production. The art team at Lemon Sky is in full swing creating 4k content, and Petroglyph is continuing to stand up more features every week. Multiplayer is now playable for Tiberian Dawn, and we even had a chance to show the software to the Community Council a few weeks ago. Overall this transition into Production is a big milestone for any project, and we’ve been humbled by all the support thus far.

For this post, we wanted to share our approach to the in-game UI, and provide a sneak peek to our current in-progress version. Back when we announced the game in November, the UI was one of the key areas many of you in the community had passionate discussions about. As such, we listened to your videos, read comments from across the sites, and brainstormed with the Community Council. The trend we heard is that you still wanted the classic C&C Sidebar UI, but would welcome updates to the legacy UI to help the usability experience.

So with that in mind, one of the most requested improvements was to reduce the need for scrolling the Sidebar as much as possible. A key suggestion on how to accomplish this was to introduce the build tabs from Red Alert 2 and Tiberium Wars into the classic UI. We have thus decided to embrace this suggestion, and you can see the build tabs present in the associated preview image. However, because of the construction queue rules of the original games, we wanted to keep all buildings under a single tab, with associated tabs for Infantry, Vehicles (Air, Land, Naval), and Support Powers. To further support the goal of reduced scrolling, we have then designed the Sidebar to fit 18 build buttons. The combination of these elements means you’ll need to scroll much less, and along the way will benefit from many of the modern feedback elements of more recent C&C titles.

In terms of cosmetic design, we wanted the UI to follow our overall project direction of keeping elements authentic to the legacy version. We’ve done our best to capture the visual spirit of Tiberian Dawn, and or course would embrace a similar approach for Red Alert. We are recreating the build buttons in the spirit of the Gold Edition style, and again aiming to keep these as authentic as possible to the original design while preparing them for a 4k experience. Other updates include replacing the Repair, Sell, and Map buttons for icons to support our eventual localization efforts. And we’ve also shifted the Money and Options sections to above the radar map to ensure optimal screen allocation for the battlefield. All of these changes are done in the aspiration of keeping the spirit of the legacy Sidebar, while optimizing for a modern RTS gameplay experience.

Given the ongoing amount of passion around this UI topic, we are certainly eager to hear your thoughts in the comments, and looking forward to making the best UI experience possible for C&C Remastered.

Cheers,

Jim Vessella

Jimtern


And here's the sidebar, click on it to see it in its full glory:

OpenRA upcoming features!

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The OpenRA developers have been working hard recently for a new release in the next months that should include important features such as savegames, improved user interface, polished map previews, suport power directions and much more. Sounds very promising so far. Here are their words on it:

Quote:
Singleplayer savegames
Probably the most wanted missing feature, the next version will include support for savegames in both skirmish and the campaigns. No more losing all progress to a stray dog eating your Tanya!




Longer missions can now be played in several takes instead of needing you to pull through in one go.


Spectator UI and new Tiberian Dawn sidebar
Our spectator UI has always been noted to be clunky and take too much space on the screen. With the next update we are happy to finally introduce a more slim and focused spectator UI.




The new transpart overlay is a huge quality of live upgrade for both casters and casual spectators.


Our second most visible update features yet another long standing UI rework that was just completed last month after sitting on the shelf for years. The sidebar in Tiberian Dawn was completely overhauled and looks better than ever.

Polished building placement previews
There is not much to say here, the images will tell the story. The tweaked placement preview makes it easier to see both the building being placed and any cells that are blocked by units or debris.

On a side node for the modders reading this: With the coming update the core engine will also support placing building variants in your mod (if you like north and south facing refineries for example).




The new Tiberian Dawn UI includes a refreshed building placement overlay and brand new sidebars.


Polished map previews
The ingame UI was not the only thing getting an upgrade. We overhauled the map previews of the map chooser to look the same as ingame.




The new previews include the positions of forests and civilian structures.


Setting support power directions
Parabombs and airstrikes have long been a point of both frustration (when taking too long to reach their destination) and joy (when immediately whipping an army at the map edge). We kept the joy aspect, but removed the frustration! The upcoming release will allow you to conveniently select the approach vector by dragging into a specific direction while placing the power.




Want to avoid air defenses by sending your troopers in from the south? We’ve got your back.


Even more upcoming changes
The list is long, too long for this post. A few other noteworthy changes include:


  • A new time limit lobby option for multiplayer and skirmish games

  • Many fixes for queued unit orders, aircraft, and harvesters

  • Removed Mono requirement on macOS and Linux

  • A new name and artwork for the long-controversial Allied Hind in Red Alert

  • Many new tweaks and traits for modders

  • Even more bug and performance improvements




And there is more... you can read the whole list of changes at this wiki topic.

YR Red-Resurrection 2.2.12 released!

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Four months of development, but hopefully worth the wait! Feel like I've said this a lot, but 2.2.12 is a big patch. It's main change is the inclusion of a brand new 5-mission campaign for the United States, marking the beginning of Red-Resurrection timeline. Furthermore the campaign features great voice acting and fully animated cutscenes between missions to tell the story in detail! Check out the trailer below.





The campaign can be found in the singleplayer menu of course, and although it can be played in any order I recommend going through them as listed for the story to make sense! Due to the size of the cutscenes I have put them up as a separate download, but please grab them before playing as they should massively improve the experience (and a lot of work went into them!).

That's not all however. Soviet Russia has received a replacement for the Tupolev, a jet which greatly added to their already potent frontline force. Instead, they receive a support power on T3 with the Air Strategy Control named the Judas Corps.



Judas Corps paradrops in 2 Spetsnaz infantry, equipped with a long range rifle and 'Blackout' EMP charges for use on structures. That is their main use, to sabotage enemy producted by disabling factories. This gives Russia another dimension and unique ability to slow down their enemy with subterfuge.

On top of that there are a bunch of new maps! Here are a few examples:



Of course there are many balance changes too, bug fixes and so on! Here's an overview of the entire patch:

Big Features
  • Added a brand new 5-mission United States campaign, including full voice acting! The US has had enough of Libya's belligerence and launched an invasion with the goal of toppling it's president Hamza al-Sanussi - and thus beginning the Red-Resurrection story.
  • ADDITION: the Judas Corps support power for Soviet Russia. Available at T3 from the Air Strategy Control, it paradrops 2 Spetsnaz special forces equipped with a long range anti-infantry rifle and anti-structure EMP bombs. Capable of disabling enemy structures for 45 seconds at a time. Replaces the Tupolev.
  • 11 all new maps for skirmish and multiplayer.
  • Improvements to several Red Alert 2 campaign missions, making them harder on higher difficulties.
  • Hot new lava tilesets featured on many new and old maps.
  • Reworked existing maps for more interesting strategies and improved balance.
  • Many balance adjustments and bug fixes.

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

DOWNLOAD UNITED STATES CUTSCENES ADDON


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

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