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Updates on mod tools: Map Renderer, AI Check, RAO Decrypter.

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Hello everyone! For those wondering what's going on recently at PPM, this news is here to help. Apparently, there was some progress on some tools made by our community fellows. Here is a quick round up into that:


- Red Alert Online Decrypter: BySc has made a script that, when used together with QuickBMS, allows you to decrypt files (especially textures) from the Red Alert Online game from Tencent. Head to this topic for a guide on how to use it.

- CnC Maps Renderer 20190618: E1 Elite has posted a new version of this tool, that renders maps from Tiberian Sun and Red Alert 2, with the following features:

Quote:
- Added show tunnel path lines option.
- Components are made optional. Either generate PNG/JPEG/Thumbnail or use modify map features or use a preview window.
- Few UI changes, a clear button for log and main application remembers its location.


- G-E's RA2 INI Scripts Pack: G-E has also been updating his tools once in a while. The latest changes were done with the AICHECK 6.5 that checks for smudges, overlays and terrain objects for missing data/art.  It also improves the way it logs errors, it removes some redundant error conditions and it does some other optimizations.


And finally, it is also worth mentioning that Ares 3.0 is being developed and it has several new interesting features. But, as usual, it needs feedback from testers. So, if you are working on a Red Alert 2 mod, take a look at it.

Shattered Paradise has been released!

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A new version of Shattered Paradise has been released. This is a modification for OpenRA that introduces Tiberian Sun factions, including Mutants, CABAL and Scrin.

Version 20190623 introduces several bug fixes and balance changes. There is a list of changes of this version available at this public Google document. A recent stream from FiveAcesCheckmate shows this new version of the mod in action.






You can download the mod by visiting its GitHub section.

For further information on this project, Shattered Paradise has forums at PPM and a Discord Channel. Have fun!

Remasters heads up: Capacitor at full charge!

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Recently, Jim Vessella, producer of the upcoming Command & Conquer Remastered and Command & Conquer Red Alert 1 Remastered has shared some bits about their progress with the production of both games. It seems that they have playable prototypes from both games, including a playable campaign mission, which he did not mention which one is it, neither if it is from Nod or GDI. But they already have the 4k assets for cinematics from it as well.

Anyway, this time, Jim is looking for some feedback on the visual aesthetics of Tesla Tank. He wants to know if it should have one or two rings at the Tesla ball because it only has one ring in game and two in the cinematics. So, should it match the game or the cinematics? Honestly, due to the low resolution of the original MS-DOS version of the game, it should match the cinematic. But there are better things in life to argue with, isn't it true? Anyway, here are the original words posted by Jim Vessella on Reddit about it.


Quote:
Fellow Command & Conquer fans,

Positive momentum continues and earlier this month we completed our first production milestone. This milestone included several key improvements to Tiberian Dawn, most notably delivering our first Campaign mission to full Alpha quality. This means all the mission visuals are now showcasing the 4k assets from Lemon Sky, and the mission can be completed with all the core gameplay mechanics. I’ll admit when playing this full mission experience, the game started to transport me back to when I first played C&C, and I hope it does the same for all of you when the game is released.

However, one of the more exciting accomplishments of this milestone actually had nothing to do with Tiberian Dawn. That’s because we were able to get Red Alert playable for the first time. We are now able to load Red Alert missions, and the game is already being populated with several of the remastered visual assets. That’s because even though Red Alert just became playable in the software, Lemon Sky has actually been creating assets for Red Alert over the past several months. So to celebrate this first step for Red Alert, we thought it would be fun to share a preview for one of the most iconic Red Alert units - the Tesla Tank.

In the same fashion as our approach of the structures, our primary goal for units has been to maintain the authenticity of the original in-game asset. In an effort to take advantage of the 4k resolution, many of our earlier unit concepts included extra widgets and details, but we often found this compromised the unit’s readability at camera game height. So we continued to iterate, and over the months we’ve begun to hone in on these elements, and feel like the Tesla Tank here strikes a good balance between readability and those added details. Of note, we only interpreted one Tesla ring from the legacy in-game asset, but there’s already been a healthy debate with the Community Council whether the Tesla ball should have two rings to match the cinematic reference. Perhaps we can get feedback here from the greater community to help decide this unit’s final look : )

Thanks for your ongoing support and participation, and looking forward to sharing more details as both games now become more playable.

Cheers,

Jim Vessella

Jimtern


CnC Map Renderer and OS SHP Builder updates.

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We had a couple of interesting updates for two of the tools we promote here.

Starting with CnC Maps Renderer, E1 Elite has posted two patches in this month. These versions come with a generic TS Client version of the tool and its source code. Here's a merged changelog of them:

Quote:
- Editable dropdown of the start location marker size can now draw the markers with decimal value sizes except for the Tiled marker type.
- Fixed: Cases where the renderer button won't work for more than once without restarting the application.
- Fixed: Facings corrected for SHP vehicles where its ART.ini section won't have WalkFrames=1 specified.
- Fixed: Shadow problem(s) fix for rendering the first instance of a 32-facing SHP vehicle placed on its first or last 8 directions.

- Walls placed as buildings in maps, now connect with its adjacent walls of its type (building/overlay), gates and walltower.

Note: TSClient version now comes with an extra mix file which contains the tunnel top graphics added to the tunnel floor tiles.



The other tool that has surprisingly received an update recently is the OS SHP Builder. The version 3.38 Beta 23 brings a fix for the SHP (TD) saving feature, especially for OpenRA users. So, you don't need to convert your sprites using XCC Mixer anymore. However, we need someone to test it and provide feedback to confirm that this fix is not an accident or a fraud. If you already have OS SHP Builder, use the Update OS SHP Builder option at the Help menu to get this version or you can just download the latest version here. Post your feedback at this topic at OS SHP Builder support forums.


And one very last tidbit is that our friend Kerbiter is working on a feature for Voxel Section Editor III to import models from Magicka Voxels, as he requested before and I am too much overloaded with my Thesis to focus on it right now.

Tiberian Sun: Reborn's Mammoth MKII's new look!

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The crew over Tiberian Sun: Reborn have recently posted an update with the new look of their Mammoth Mark II and some other bots as well. As a first-person shooter game, bringing the Tiberian Sun atmosphere to the Renegade engine, you'll be able to drive these beasts. And that must be fun, isn't it?

Here's a family photo:



And a solo one, showing the beast moving in 3Ds Max:




Their whole news post, showing up more goodies than the ones above is available at their forums on W3D Hub. I don't know if we will be able to drive this little guy in a low term since it is a very complex project to develop. Anyway, if you've got interested in this project, head to their Official Forums for more information.

OS SHP Builder, CnC Map Renderer and Image Shaper updates!

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Hello everyone... again. During the last week, we've seen more updates on our home promoted tools for Command & Conquer modders. So, here is the news:


- Open Source SHP Builder support for SHP (TD) files has been improved. The version 3.38 Beta 24 opens any of them, even if its original compression is so bad that it would smaller if it is not compressed. This weird situation seems to happen with some of the original SHP files from Westwood Studios. XCC Mixer, OS SHP Builder and, especially the Engie File Converter generated SHP (TD) files do not seem to suffer from this problem.

- CnC Maps Renderer received several patches recently from E1 Elite. The lastest one is from August 1st, 2019. Here's a merged changelog of them:

Quote:
- Sequence entries are now read from Art.ini for infantries and its Ready values are used for facing calculation.
- Added parameter for modconfig.xml to enable infantry facing randomization.
- Fixed: Crash caused by SHP addons like bibs in the infantry facings code.
- Added parameter for modconfig.xml to crop the map bottom during the image rendering for local size option. Values can be in a range of 0 to 16.
- Added parameter for modconfig.xml to adjust map lighting with comma-separated values for ambient, red, green and blue. This delta value is added to the values obtained from the map's lighting section. Decimal values can be in the range of -1 to 1.

Note: The cropping of bottom rows is applicable for image rendering (JPEG/PNG) only with local size option. It does not affect the preview window or preview map pack generation or when used with full-size option. When the bottom rows of the map have some height, it shows a vacant portion. To avoid that, there is a cutoff logic which will override the modconfig parameter for cropping the bottom rows when its number of rows to crop is higher.



- Image Shaper was also updated recently by Lin Kuei ominae. Version 01.01.00.18 has the following changelog:

Quote:
-(update) support for RGBA JASC palettes
-(update) Euclidean color conversion with Alpha-channel support
-(update) [Options] menu added
-(update) "#Worker Threads" setting moved into [Options]
-(update) "Output Folder" setting added to [Options] to define output folder for SHPs
-(update) support to save/load a palette setup. Select "ImageShaper Palette Setup" as fileformat in the Load/Save Palette Dialog.
-(update) Console command line functionality added. Run ImageShaper.exe ? for help.

Mammoth MK2... Reborn!

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Hello everyone! Last Thursday, the crew from Tiberian Sun: Reborn posted a new update of their Mammoth MK2, which took into consideration the massive feedback it has received, including our own. The final result is displayed in the video below. Fear it!






For more information, check W3DHub and the original news post.

W3D Tools and SHP Palette Analyzer

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Hello again! I know this week many of you might be paying more attention to Gamescom rather than modding. I was personally interested on Age of Empires Definitive Edition for Steam, although the closest thing that resembles modding in this version of the game should be its scenario editor. For the Command & Conquer fans out there, there is no Command & Conquer in this edition of Gamescom, at least nothing that matters.

Anyway, in regards to modding, we had two tools that deserve attention:

1) W3D Tools, which includes a W3D Exporter for 3DS Max 2017, has received an update a couple of days ago, from the W3D Hub crew. Version 1.30 comes with the following changelog:


Quote:

Fix so that the material properly defaults to "opaque"
Add new surface types for Blue Tiberium, Red Tiberium and Tiberium Veins. Only available for Renegade-based mods on recent builds of Scripts 5.0.
Fix an issue where certain meshes containing multiple passes were having their materials exported incorrectly.
Fix an issue where the code was incorrectly handling bone weights of 0 in some cases



If you have 3Ds Max 2017 and mods Renegade, Generals or Lord of the Rings: Battle For Middle Earth I or II, head to W3DHub to download it.


2) SHP Palette Analyzer is a tool that was recently conceived by Lin Kuei Ominae. Don't let its rushed name deceive you since SHP files doesn't include palettes. It is a tool that counts how many times a specific "color" (pixel value, actually) is used by a group of SHP (TS) files in a directory. The picture below has a good sample:



Visit this topic at the Editing Tools Forum at PPM to download it.

Command & Conquer Remaster Mission Selection Preview!

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Gamescom 2019 is happening, and EA has no Command and Conquer team in that event. Ok, but on the internet, they are active. Jim Vessella, EA producer who is being responsible for all communications regarding the Command & Conquer Remaster and Red Alert 1 Remaster has posted a new progress report about the first project.

The games are not just being remastered, but they are also adding some quality of life features. In this specific progress report, Jim talks about the Mission Selection screen, which should allow you to choose the missions you want to play and play the paths that you did not select in your first try. Perhaps, it should even let you play the dinosaur missions straight from it. Here's his original post on reddit about it:

Quote:
Fellow Command & Conquer fans,

We’re nearing the completion of our second production milestone, and significant progress has been made over the past several weeks. The entire GDI Campaign is getting close to Alpha quality, including the ability to play through the campaign in succession with all the proper transitions. Items like the European Mission Map are currently getting remastered in 4k, which is giving the campaign a truly rich high definition experience. With the topic of campaign progression in mind, we wanted to share a preview of a new screen we’re introducing into the remasters - the Mission Selection screen.

The Mission Selection screen is a quality-of-life feature we wanted to add to the remasters, allowing players to more easily track their campaign progression and access all the remastered mission content. The screen serves as a hub for the progress you’ve made across both campaigns, highlighting which missions you’ve completed and the ones you still have yet to tackle. This is especially valuable for missions with alternate paths, such as GDI Mission 4 where there are three possible map variants. The screen will enable players to replay missions at ease, compared to the legacy titles which required players to remember manually saving their game during each mission. When campaign mission entries are selected, the screen will reinforce the world map progression, showcase the mission briefing, and provide an opportunity to watch the cinematics. In addition to campaign missions, the screen will also provide quick access to any expansion missions, and perhaps a few bonus missions players may be familiar with Smile

In terms of cosmetic design, the visual style is inspired by the classic Main Menu from the Gold edition, and shares similar elements as our remastered Sidebar. As with all the remastered content, our goal is to maintain an authentic approach to the menus, while of course enhancing them to take full advantage of higher resolution displays. You can expect this style to permeate throughout all the menu screens in Tiberian Dawn.

We’re eager to hear your feedback on both the functionality and cosmetic design of this screen, and thanks for your ongoing support and participation.

Cheers,

Jim Vessella

Jimtern






Quality of life features like this is always welcomed. Let's be honest here, this is a good looking Mission Selection menu. It looks modern. Perhaps the map size could be increased, but even if it isn't, it still looks nice. I hope they also add in-game auto-saving features, not just for checkpoints but also to allow users to return on time up to at least 5 minutes when they fail, but that might be asking too much.

Share your opinions about it here.

OpenRA Playtest 20190825

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We are thrilled and relieved to finally announce the first public playtest for OpenRA’s second 2019 release. This playtest brings significant technical changes, so we felt it important to delay the “summer” release until we could be confident that the worst bugs and gameplay regressions had been fixed. With some help from our Forum and Discord community, we are now ready to release playtest-20190825 for wider testing and feedback.

The Summer Release Preview article outlined several of the new UI features, including savegame support, a new spectator UI, and a long planned Tiberian Dawn interface overhaul. This playtest adds a much improved hotkey configuration UI and many smaller UI fixes and polish improvements.



The Tiberian Dawn in-game interface has received a long-awaited redesign.



Missions and skirmish games can be saved and restarted later.

On the gameplay front, the main focus for this release was to rewrite the logic that controls how units behave and respond to orders. This was a major task that spanned several months, more than 90 Pull Requests, and more than one debate about bug vs “accidental feature”.

Many of the changes will not be immediately obvious, but on closer inspection you should find that many long-standing quirks and annoyances in unit behaviour no longer occur.

The ability to queue commands using the Shift key has always been an important part of OpenRA’s gameplay, and this has received a major overhaul with this release. Part of the overhaul has moved the familiar targeting lines that display when you command units into the “Waypoint Mode” (Shift) overlay by default. The previous behaviour can be restored through the Settings menu (Target Lines: Automatic) if you prefer.



The improved waypoint mode allows you to plan your attack strategies.

Other noteable changes to watch out for include:

- Force Move (Alt) can be used to undeploy Construction Yards and land helicopters
- Aircraft respond to Scatter orders from the Command Bar (Ctrl + X)
- Significantly improved behaviour for harvesters, aircraft, attack-move, and unit repair
- Aircraft-based support powers can be given an attack direction
- The controversial Allied Hind helicopter in RA has been replaced with the Black Hawk
- Two new-to-OpenRA missions from the RA Counterstrike expansion
- The D2k Death Hand missile now works like the original game
- A collection of Red Alert and Tiberian Dawn balance changes

As always, the full changelog is available with more information on the changes and fixes.



Aircraft-based support powers can be given a direction by dragging the mouse while targeting.

As a .NET application, OpenRA relies on the Mono runtime for our Linux and macOS players. Unfortunately, the Mono packages provided by some major LTS distros are several years out of date and incompatible with the modern .NET standard. Worse, the new Debian Buster and Ubuntu 19.04 releases shipped with a serious Mono bug that causes unavoidable crashes OpenRA and other .NET applications.

Our solution for these issues is to package the parts of Mono that OpenRA requires inside the AppImage and macOS app releases. This means that you can finally play OpenRA without having to install any system-level dependencies. For players or packagers who prefer to compile OpenRA from source, Mono 5.4 or later and msbuild are now required.

Updating our base requirements has allowed several further improvements:

- Windows releases are now 64 bit by default (32 bit releases remain available)
- A fix for the macOS black-screen startup freeze after Mono or macOS upgrades
- Future support for the .NET Core runtime (this work is still in progress)
- Improved development tooling and IDE support for OpenRA and the Mod SDK

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 our download page and give it a try! This is your time to get involved, play games, and let us know what you think! If you discover a bug or have any other feedback, please let us know in the comments below, on our forum, Discord, or GitHub.

Star Wars Supreme Battlegrounds progress report.

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Hey everyone! First of all, I'd like to publicize my apologies for the recent silence in the site news. I'm looking for a new job, again. And I have been trying to use this opportunity to speed up my DSc thesis development. Finally, but not least, the PPM forums were critically slow a couple of days ago. I've managed to fix that as well. Sorry for any inconvenience this may have caused.

Anyway, back to what matters here: news, modding, etc. We have a 'radar' in the background of this place that tracks news about C&C mods being development externally. I've just found one that seems to have good potential. Of course, it has a lot of room for improvements; after all, it is a work in progress.

The name of the project is Star Wars Supreme Battlegrounds and it is a total conversion for Generals: Zero Hour that brings the Star Wars universe into the game. Here's a video recently posted by them showing the Tattoine Assault Map:





Stimpy045 at ModDB wrote:
The idea right now is adding 3 new maps to play on skirmish or LAN/multiplayer. then make the super-weapon for the Rebels witch would be the ION CANNON, Then it's time for some general powers and after that I gonna start my work on the AI. so the computer can fight you with the Rebels side. When I've got this all done it's time to release a new installer!



The ModDB profile of the project can be visited at this link. You can play the version 1.0.1 by downloading it from here. Enjoy it!

New score for Twisted Insurrection: Lullaby

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At their discord channel, Twisted Insurrection team has shown the latest music to join their extensive soundtrack list, which Lullaby from Swirekster. Check it out:






Twisted Insurrection is a stand-alone modification of Tiberian Sun that features an in-depth story-line which puts you in an alternate timeline where the Brotherhood of Nod were victorious during the first Tiberian War rather than GDI. Download their latest version and their soundtrack (which includes exclusive songs from Frank Klepacki as well) at this link.

Twisted Insurrection: Version 0.8 Released

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Hello everybody, it's been a long time. Nearly two years have passed since the last major release for Twisted Insurrection. The long wait was only made worse by our unintentional lack of communication. In the past few years, our team has slowly grown thinner, leaving us with only a few active but strongly dedicated members. Most other contributors are busy with real life or other projects, so development has been slower than before.

That said, TI is very much still being worked on. It's taken time, but we're finally releasing that you've all been waiting for - version 0.8, or as we like to call it, the Invasion Update.

We hope that this new release is proof of our dedication to TI's continued development. In fact, our plan is to release smaller, more frequent updates from now on. We would also like to keep the public better updated on what is happening with TI's development from now on.

Without further ado, let's have a look at what this version has to offer, shall we?

New features in version 0.8
The complete changelog can be found here, be sure to check it out!









Stability Fixes
TI has been known for crashes and connection errors during multiplayer matches, which can be frustrating to anyone trying to play online. Version 0.8 has hundreds of changes and fixes aimed at making the game more stable and allow players to enjoy the game without interruptions. Additionally, these changes have made the next feature viable to implement.

Co-Op Mode
TI now has a fully working Co-Op mode along with a new mission to play! This new mode is intended to have additional missions in the future, including a campaign which will provide more insight into the storyline, in particular, the Forsaken. Special thanks to Rampastring and the DTA mod, who helped immensely in making this happen.

New Buildings, Units, and Terrain Props
Many new assets have been included in the latest build including:


  • Globotech (tech faction) now have their own Refinery, Silos and a new Gun Drone

  • The Forsaken (tech faction) now have their own artillery, the Mistfire

  • Sons of Kane (campaign faction) get both an Attack Buggy and Bike (currently crate goodies)

  • UN (campaign faction) receive a new Light Tank and TOW Humvee

  • Twisted Dawn era Nod gains the Chemical Warrior, both factions get a Recovery Vehicle

  • Infested trees, Blossom trees and tiberium-based megaflora

  • Numerous map props for the upcoming campaign


And more.





Rebalanced Factions
Many units in TI were often unused for standard play due to having a very niche nature or by being too underpowered. Overhauled units include:


  • GDI Siege Trooper

  • GDI Phalanx Railgun

  • Nod Cleaver Drone

  • Nod Hammerhead

  • Nod Stinger Mobile SAM


Just to mention a few.

New Campaign Missions
The TI story is undergoing work to make the storyline fit together better. GDI mission 1 has been updated to a new version in which the UN will play a larger role in GDI's collapse and later subsequent rebirth. Additionally, the Twisted Dawn Missions 1 & 2 have been amalgamated into a larger mission as both missions canonically take place on the same map and are relatively short.



5 New Multiplayer Maps
New Multiplayer Maps Five new multiplayer maps are included in the new version. In addition, many existing maps have received updates.


  • [2] Angel Bay

  • [2] Resurrection

  • [2] Forsaken Canyon

  • [4] Catastrophe Park

  • [8] Fort Sheppard


1 Co-Op Map

  • [2] Operation: Friendly Fire


8 New Music Tracks
0.8 soundtrack includes six new tracks by Swirekster and a guest track by Stringstorm.


  • Pyrotek

  • Bogeyman

  • Incandela

  • No Mercy

  • Lines in the Sand

  • To Shreds

  • Lullaby

  • Lunar Grin














New Bonus Mission
'Operation: Friendly Fire'is a parody mission of the "Raid Area 51 - They can't stop us all!" event, featuring the soundtrack "It's Happening" by Montlygon. Disclaimer:The TI Team by no means encourages the actual event set for September 20th 2019. We strongly discourage any attempts to approach the facility as it is an active airforce base.





All this and more in the latest build.





Download the latest volume of our official soundtrack.






Project W.I.R.E.S.
Last but certainly not least, we have another present, something quite different. Sivsarcast, a blogger, writer, and an active member in our community, has been developing a grand novel based on the Twisted Insurrection storyline. This novel, titled Project W.I.R.E.S., follows the events of the game's singleplayer campaign, featuring familiar characters and introducing new ones. Here's an excerpt from t[/quote]
lockquote>Tiberium. Its emerald glow alluring as it is deadly. Its arrival shook the world to the core, sparking what would be known as the First Tiberium War. The Earth was split between the Global Defense Initiative(GDI), who sought to contain Tiberium, and the Brotherhood of Nod, who embraced Tiberium as their salvation. lockquote>Three years of bloodshed have eroded the eagle’s talons, while the scorpions continued to crawl out of the woodwork. The completion of the Orbital Ion Cannon would be the eagle’s saving grace, a tool to end the war. That is, until the unthinkable[/quote]
lockquote>

Read the novel here

Note: Project W.I.R.E.S. is based on the pre-version 0.8 storyline. Most of the story's events will therefore be either spin-offs or non-canon.

Be sure to also check out Siv's blog, including the popular series Tiberium Tuesdays.

Join The Brotherhood
We thank you for your continued support and hope you enjoy the latest release. If you want to support the development of TI, why not consider contributing or even applying to join our team. We have open positions for 3D and 2D artists as well as map-makers, but anything from voice and sound assets to just plain writing is appreciated. In most cases, previous experience with the Tiberian Sun engine is not required. If you can contribute, then don't hesitate to contact us!

We're also looking forward to hearing your thoughts on version 0.8, so feel free to ask us any questions or report any bugs you encounter.

Now go forth and have fun!


Twisted Insurrection Patch 0.8.6

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Hello everyone! With the release of Twisted Insurrection 0.8 and the PPM forums much more accessible to us humans, we've seen several reports of crashes in missions by several fans of the mod. The good news is that some of these bugs have been fixed recently in the patch 0.8.5 and with a couple of more fixes even more recently on the patch 0.8.6. Here is the changelog:

Quote:
=========================== 0.8.0.6 ===========================

• Fixed an issue in GDI Mission 1 where one of the scripts would not work due to the GT representative panicking
• Fixed an oversight in Twisted Dawn (TD) Nod Mission 4 that caused the player to lose the mission at the beginning
• Minor changes to some in-game text lines


=========================== 0.8.0.5 ===========================

• Added a new renderer option: CnC-DDraw
• Fixed a hack that caused the game to crash on certain conditions, including:
• in GDI Mission 5 when the primary objective was completed (i.e. when enough credits were accumulated)
• in Nod Mission 11 when the GDI EMP Cannon was discovered
• Fixed an oversight in a few missions where Nod Scorpion Tanks were carrying other vehicles or too many infantry
• Fixed a bug in TD GDI Mission 1 where the Nod base wouldn't train any militants
• Fixed an oversight that prevented TD GDI Mission 2 from progressing to mission 3
• Fixed an oversight in TD GDI Mission 2 where the front gate Nod turrets were turned off
• Fixed an oversight that caused TD Nod Mission 4 to crash on load
• Fixed an oversight that prevented TD Nod Mission 4B from progressing to mission 4C
• Fixed an oversight that prevented GDI Mission 6 from progressing to mission 7
• Fixed certain trigger events in a few mission maps that could potentially cause crashes
• Switched default renderer from DDrawCompat to TS-DDraw for Windows Vista to Windows 10
• Made a few tweaks to Nod Mission 11 to improve pathfinding
• Removed a broken flag that prevented certain soundtracks from appearing in the track list
• Renamed GloboTech Gunship Transport to Stork Transport to avoid confusion, as the unit is by default unarmed



You can use the Twisted Insurrection client itself to download the latest patches. And keep providing your feedback at PPM forums to help TI crew to provide a better experience for all of us. Have fun!

Remaster Update and Soundtrack / Jukebox Preview

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Today, Jim Vessella has just posted another tidbit of the upcoming Command & Conquer Remastered and Command & Conquer: Red Alert Remastered at a new Reddit topic. Today's subject is the remastered soundtrack and a good looking Jukebox for the upcoming games. Here's a video with a quick preview of this jukebox and some classic musics (as well as their remastered versions) and Jim Vessella's text about it:






Jim Vessella wrote:
Fellow Command & Conquer fans,

I wanted to start this post by saying I’ve seen all the comments with the desire to see in-game footage, and thought it would be helpful to provide some context on the timing here. Essentially, we want to make sure we have all the supporting assets in place (like an updated C&C website) before revealing the in-game content. This will allow us to utilize some more flexible media components for the reveal, and ultimately help our awareness so we can get more gamers excited about C&C and the Remaster (which is beneficial for all of us). And while I cannot provide an exact date, getting all this in place is one of my top priorities and I’m crossing my fingers it can happen soon. But overall, our gameplay implementation is right on schedule, with Petroglyph currently focusing on getting the Nod campaign all stitched together.

In the meantime, we wanted to share some special content with you for this post. If you remember, earlier this year we asked the community to provide input on our approach for the soundtrack, including what versions of the tracks you wanted to see in the Remaster. All of us on the team listened intently, and we heard a general consensus for having the most variety possible. So with that request in hand, we pushed hard to include all the versions of the tracks. This means the classic low fidelity versions (without voices), the original soundtrack versions now remastered (with voices), and then of course the Remastered versions of all classic tracks. This will also include many of the rare / unreleased tracks, several of which have never been heard before in higher fidelity. But getting there wasn’t always easy, and here’s an overview from Frank describing the remastering experience:

“The process of going through every single piece of music and bringing it to a higher quality standard has been quite a journey back in time for me, and I’m really glad that all of these tracks will finally be heard in full high quality for the remastered game experience. After combing all possible archives, a handful of tracks were just nowhere to be found – this included ‘Snake’ and ‘Fogger’ from C&C Red Alert. One thing that I did back in the Westwood era, was mirror my home studio with the same gear I had at work, and fortunately I had kept much of it all these years. So I started there, and I went to painstaking detail and trial and error to track down and match as much of the exact original sounds and instrumentation I could find, to recreate these songs from scratch in order to have the best high quality versions once again for the remaster. Hearing these new versions, especially in stereo now, is a whole new experience.”

To add it all up, between the classic and remastered versions of the tracks, we’re clocking in at over 10 hours worth of music across 175 tracks!

Now, with that much music and variety, we figured players would need a way to organize all the music content. So we are excited to share that the Jukebox will be making a full comeback in the Remaster, and be more enhanced than ever before. The Jukebox will allow players to create their own playlist utilizing any combination of music to their desire. Easy to use filters help the sorting process, and for the first time you can listen to Red Alert music in Tiberian Dawn or vice versa. This feature was a labor of love for Frank and some of the original Westwood engineers on the project, who wanted to deliver the best music experience possible for the community. Overall we just can’t wait to put the Jukebox in your hands, and see all the unique playlists the community puts together.

As a special treat to celebrate this post about the soundtrack, Frank has put together a compilation of several Remastered tracks for your enjoyment. You’ll be hearing a sample of the Remastered versions of Act on Instinct (without voices), Demolition (which was never included on the OST), and Fogger (which Frank described above as being recreated from scratch in high fidelity). To help provide a comparison, each track also includes a short intro of the classic low fidelity version as heard in the original game.

And finally, you may notice there’s an unchecked box called “Bonus” in the Jukebox. Well, we haven’t forgotten about the voting you did earlier this year on your favorite tracks, and as such we’ll have a special surprise to reveal at a later date : )

As always thanks for your ongoing patience and support, and we’re looking forward to hearing your feedback on the soundtrack details, Jukebox, and the music itself.

Cheers,

Jim Vessella

Jimtern





I usually have some comment to spit after I see these posts from Jim Vessella, but this time I don't have much to say. His team did exactly what most of us fans want and it looks gorgeous!

In a small note, thanks for my buddy Plokite Wolf from CNCNZ.com for uploading this video into YouTube and the Jukebox image above. You've saved me some work.

CnC: Final War Developer Blog #5, 2019 Update

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The creator of CnC: Final War, m7 (also known as SMxReaver), has posted a progress report on the upcoming version 2.0 of the mod. Before I leave his words here, a big congratulations for his first son. Here are his words:

Quote:
Hi everyone, it's SMxReaver here with another Developer Blog. It's been quite a while since my last check-in with the group, and there are a multitude of things to cover in this rather large update. First thing first, the next version of the project, CnC: Final War 2.0 is currently in full steam development with a release planned for the holiday season! Before we go any further, I'd like to announce that my lack of updates and activities have been due to the birth of my first son this September and he's been one big happy, healthy handful!

Getting down to business, many things have been added to the mod as we moved away from the last public update to a new version improving the player experience even further! First off, the number of in-game factions has increased from 3 to 7 as the two faction-specific groups have become their own full fledged factions! These factions each feature their own full tech trees (using borrowed units from their home faction to fill in the gaps), offer their own gameplay styles and tactics, AI opponents of these new factions fight with enhanced tactics, and still can be augmented with forces from the now three neutral sub factions.







In addition to these big faction expansions, each of the three original factions have seen multitudes of updates going towards their building sets, expanding their tech trees to four distinct tech levels and offering a new set of support structures and defenses! The tech trees have seen expansion in several fields, with the return of pad aircraft granting another build queue for engines of war. Factions have also constructed a Tier-4 tech structure that grants access to Hero units, Refinery Upgrades, and Major SWs in an effort to keep out-pacing their opponents! Earlier game engagements can be boosted with Tier-2 economy buildings, granting the old Refinery passive money generation. Tier-3 defensive structures bolster your defenses in non-offensive ways, giving you additional reinforcement to hard-hit sections of your base. Tier-4 refinery upgrades allow for even the most ravenous of money-hungry economies can continue moving forward by granting an oil-derrick style low stream of funds.









Of course, new factions need new toys and expanding the tech tree has allowed for the introduction of plenty of new units in the upcoming patch! Each faction had hordes of balance changes, unit reworks, additional variations on the tech trees to suit gameplay, a rework of all support powers, and some extra faction flair with a couple new super weapons! The core factions received many updates, either new units when old ones left to become unique to particular sub factions or as enhancements to their already lackluster armaments. Sub factions becoming full factions received several new weapons of war, giving their factions more variety than before. The Remnant Legion constantly receives updates, taking a new shape of it's own with more overhauls of their arsenal to function more like a hybrid Yuri/GLA mix.









Behind the scenes of less-exciting code work, new features have been stuffing the update full like a Thanksgiving Day turkey, with the addition of new Stolen Tech and Secret Tech units, faction upgrades like the Legion scrap upgrade system shown below, and reworks to the Spy Infiltration logics! Spy infiltration can grant new prototype Heavy Combat Tanks to players who can get their spies into enemy War Factories, replacing the old veteran experience bonus. Spy infiltration into Major SWs now grant access to a Stolen variant of the SW instead of resetting the cool-down, keeping the destruction of each game moving forward. The Legion have received visual updates to help denote their makeshift mentality with scrap trophies from their kills as they gain experience levels. The Mercenary Warlords have received a new feature allowing them to build a random, changing, pre-selected set of combat units at Elite experience, but without any further upgrades and at an additional cost.









Finally, CnC: Final War 2.0 will be launching with a fully integrated music experience! Inspired by the history of wonderful C&C music, a brand new soundtrack that will be freely downloadable and shareable will be releasing alongside the 2.0 update! Credit to MotionArray's library of royalty-free music that can be safely included in the project, the battles of Final War will be orchestrated to the perfect grim mood that permeates this future. Featured below is one of the many new songs to be seen on this new OST!




[Audio] Euro Thunder - Mod DB






That's all I have to offer today, I hope everyone who's following along has enjoyed the update and the explanation of some of the extra stuff going on behind the scenes with the project. Until next time, Commander!

MCVs at the Command & Conquer Red Alert History

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Madin has been posting the latest progress with Command & Conquer Red Alert History at its forums. The Allied and Soviet factions from this Command & Conquer 3 total conversion have received mobile construction vehicles (MCV) and their construction yard, from Red Alert 3 models. Technically, it doesn't sound like a hard job, but at this time, the lighting conditions of the C&C 3 engine doesn't favor the aggressive colors from Red Alert 3 universe. So, of course, some feedback is expected. Here are some of the pictures:







Share your thoughts about it, by check all details at this topic at PPM forums.

Happy birthday to PPM! 19 years old!

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Hello everyone! Today, we proudly announce that Project Perfect Mod has completed 19 years old! So, yea, a new anniversary of PPM and what does it mean? Gifts, right? Kind of.

The birthday gift of this year has arrived 2 weeks earlier and it is known by the name of Twisted Insurrection 0.8. Thanks a bunch for the awesome crew from Twisted Insurrection for this wonderful gift! As for PPM itself, we are happy to be alive, since there is some unknown creature or organization trying to silence our forums since august for reasons beyond our comprehension. But, as you can see, it would be a sad error in judgment to mistake us for a corpse. And, don't worry, we will prevail. The forums are alive and kicking, so keep using it and have fun. And, of course, keep posting comments as well.

Last year we have mentioned that we would try to have a more responsive forum (to create and edit posts) and responsive site for mobile. From these things, we managed to merge the mobile site with the original site. The rest of the plans were postponed. It seems to be a bit more complicated than what I originally expected when I wrote that. But hey, that is still a plan!

And finally, but not least, the very awaited cake... because the cake is something that always must show up on our birthdays:




The credits for today's cake goes to this site

Tiberian Sun: Reborn update.

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The Tiberian Sun: Reborn crew has shared a progress report of their project a couple of days ago. Here's what they said:

Quote:
TS:R news coming up! More on scaling, new arms, introducing the new Mobile EMP prototype, and discussion of the GDI AAPC.

Scaling
In the previous update, we were showing you the coding and magic being worked on for scaling infantry. Yah-Nosh has put together a video for fun exhibiting his work in that.











The new Mobile EMP offers a different gameplay approach to GDI forces. This MEMP lobs a ball of EMP energy, disabling enemy vehicles where the strike lands, replacing the too easy and too boring button-push gameplay of the previous iteration. In this method, GDI drivers will need to more carefully play this vehicle on the field, while faster Nod vehicles can move to outrace the lob and close the distance.

This change is going through extensive testing to ensure this variation of the MEMP delivers more fun gameplay for both sides in using it and fighting against it.

Weaponise the AAPC?
Discussion has surfaced in the development chat of possibly weaponising the GDI AAPC. Some team members argue the AAPC needs something to allow it to better support frontal infantry assaults, while conservative team members argue the AAPC functions in its role well enough as-is and needs no changes.

In support of the weaponisation, OWA has put together some variation concepts. Other ideas for changing the AAPC include allowing it to refill C4 and armour, provide smokescreen, and electronic countermeasures. It should be noted, and I cannot stress this enough: This is all completely conceptual.










If you have an opinion of the GDI AAPC, whether in favour of weapons or against changes, you are welcome to voice your suggestions and concerns.

That should be about it for this update. Have I missed anything? Anything you are curious of at this time regarding development progress and want it featured in the next update? Let us know!


And you can share your comments about it here, of course.

Mark Skaggs stories on Generals and ZH development

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A fan art mimicking a potential remasterization of Command & Conquer Generals has actually inspired Mark Skaggs to share some stories about the development of Command & Conquer Generals and its expansion Zero Hour. For those who don't know, he was the executive producer of Command & Conquer: Red Alert 2, Generals and Lord of the Rings: The Battle for Middle Earth games.

He has shared stories that he wouldn't share if he was still working at Electronic Arts. Here are some snippets:

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CnC Modder: 1) In another post, you mentioned that the Marketing Team wasn't keen on having the name "Generals" without "Generals." But there were some leftovers of some sort of sub-factions in the original Game pre-expansion, including things like Chinese Secret Police, American Tank Command, and Chinese Red Army. Do you recall when and why the decision was made to scale these back to three factions until the expansion pack?

Mark Skaggs: 1) It was really more the EA execs who wanted the generals in the game. Marketing wanted the C&C branding and then they thought the game sucked and tried to kill ZH. That was a mess! As for faction choice, unit choice etc it was a matter of what we could get done and how they all fit together.


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Vanguard: Different is one way to explain Generals. Why go from no generals to having generals in ZH? Also why remove the POW system? Oh oh oh, why does Twilight Flame seem to be so... laggy for something that doesn't have a lot of stuff on it. When there are other 8 player maps that run fine it seems to do the opposite. Also why did we get rid of the demo reel water?

Mark Skaggs: During the development of the game, EA execs kept calling out the fact that the game was called "Generals" but there were none. I always answered that the player was the general. They actually suggested having a "general" walking around the battle field giving commands.

The rule of thumb at the time at EA was that expansion packs sold to about 30% of the existing audience so we liked to loosen up the rules a bit and give existing players more fun, wacky, new variations and game play. During development, the team came up with the idea that we could retune different units and troops a bit to create new variations in the sides (kind of like the different countries in RA1) and the idea of different "Generals" for each side was born. They worked out great because when you and a character, you get to add lots of personality. They worked out great.

Also coming into play on ZH was the fact that the team was now very experienced at using the super powerful engine and we didn't have much engineering time available (devs were on BFME at the time). So ZH was a combo of that limitation and the idea that we could create a great experience with content rather than more engineering.

ZH broke the rule of thumb and actually the combo with Generals pushed Generals to being the best selling PC game in NA that year (beating out Sim City which was launched shortly before Generals).

Vanguard: Hmm, honestly while I love ZH I felt like it wasn't really CNC, I mean it is because there are pieces that kinda fit into the two different time periods of RA and TD, and Generals seems to fit between the two so nicely, I just never quite understood why everything changed so drastically. I saw some of the Alpha coding for VGen and it seemed to be much... cleaner if that's what I would call it. So many limitations are put on us modders. Like I added something like 15 new colors to the game for the player to choose from and now suddenly loading bars for the new colors shoot off the screen but the crash report for both WB and the game are lack luster to say the least. Or I need new DAMAGE types. SAGE is really worried about ALPHA'S and for whatever reason a lot of your FX are based on ALPHAS.

Mark Skaggs: It wasn't originally planned to be part of C&C.
Remember that when we were making the Sage engine, we had to make trade-offs on time and features. We also didn't really realize how much it would be modded or how long it would last. I'm psyched every time I see people talk about modding it and wish we could have kept up mod support and community support in general for it. In those days, the idea of supporting a long term vibrant social community around a game wasn't something EA bought into. Westwood did but when EA bought Westwood, it became impossible to have a team support a game that was already launched. Any effort in that area had to come from Devs donating their nights and weekends, or from the community.



There is a lot of text from Mark Skaggs there with some bits on Red Alert 2, Yuri's Revenge and BfME as well. Fun time guaranteed! Read the whole thing here.
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