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Crossfire v0.8 has been released!

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Crossfire Beta v0.8 has been released a couple of days ago. This mod brings a horde of new units for GDI, Nod and Scrin in order to reinforce them to fight a stronger powerhouse called "Series".


The version 0.8 comes with the following additions:

- re-touched models and new units for every faction.
- new upgrades for every faction (some are work in progress).
- improved some weapon effects.
- improved AI Tier 4 units and EPIC units.
- Defense Structures Tier 4 for every faction.
- etc...




Check this topic for more information and download. And have fun!

GamesCOM 2013!

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Ladies and gentlemen: we are proud to announce that... err... ok: I am proud to announce that PPM will have a representative at the CommandCOM 2013 and the name of this representative is.... * drum hits *... errr.. Banshee. Yes, I'll be representing Project Perfect Mod (and CnC Guild, indirectly) at CommandCOM 2013.

So, for those wondering, CommandCOM is an event inside GamesCOM where some selected C&C community members will interact with the developpers of the next Command & Conquer game and their marketing team, of course. The spotlight of the event is certainly the Command & Conquer live service.

In order to go there, I've studied (played and finished all campaigns from) Generals and Zero Hour. I've also played an alpha version of the new Command & Conquer game in this week. Unfortunately, the NDA doesn't let me talk much about it, but the video below should show you the graphics of the game:







Just be aware, as you watch this video, that this is an alpha version and there is a lot of things that will be polished in the future.

Now, I need to know what do you think of this game? What would you like in a C&C game? What would you tell the developpers of this game? Post your words here and I'll try to bring it to the devs. However, hurry up with your opinion, since the event in Cologne starts on day 23rd and ends up on 24th.

Finally, if you had the opportunity to play the alpha version, please, remember that you signed a non-disclosure agreement. Do not post pictures of it here, nor reveal information that was not revealed by EA.

Finally, if you are also coming to CommandCOM, you might find an updated picture of me HERE. I wanna meet everyone there and have a lot of fun.

PPM and Gamescom. It's time to bring the news.

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Hello ladies and gentlemen. I've been to CommandCOM 2013 last week and then, the silence: I've returned very exhausted at home. Not just because of this trip. I had another trip in this month and I also had an hectic 4 to 5 months before this event.

First of all, I'd like to thank Eric Krause (EA CIRE) and the whole Victory Games team for CommandCOM. It was an awesome event and it was a great pleasure and an honor to meet all of you and some of the community members in person, such as Alex06 (roommate), Nyerguds, Koen van de Sande (Yup, TibEd!), Cypher, Webboy (again!) and also the legendary russian guys such as DenFrizer and Alex. I know a lot of other sites already posted everything they could about this event before me, but don't worry. We'll have interesting upcoming content about it from our site. I hope we'll end up supporting this game, once they start supporting user created content such as maps and maybe mods or gamemodes.


So, first of all, for those wondering, how does the game look and plays. EA TV has answered that with some interesting videos. Most of them take about one hour, so check them when you have a lot of free time:























I tried to capture a game there, but I couldn't figure out how to use their AverMedia capture devices and whatever I got with my camera was also horrible (lighting problems, absurd size and no sound), so I guess EA TV's material is all what we have here.

Err... ok: that's the true story: Our spy was captured before leaving the building.




...NOT!


The next thing is about the game info. I know you can find some interviews from Gamereplays (They've asked JVC about mods and maps... wow!), CNCNZ and CnCSaga. I did not do any interview. I was too much busy with russian jokes at the moment. I'm so sorry, but considering my last interview with EA guys, you are not missing much with that.



And finally, the question that is on everybody's mind here: will the game be moddable? Unfortunately, I do not have the answer, however, there is a high possibility that it might be or at least get custom maps. Check out my answer at Revora/CnC Guild Forums.


In the next days, I'll post a more detailed report about the game itself, photos from the Gamescom and much more.

Talking about photos from Gamescom, check these ones from Koen and these from Nyerguds.

The next Command & Conquer game, in details.

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Hello everyone! I've used the powerfull abilites of the lack of non-disclosure agreement to write a huge article on how does the next Command & Conquer game looks like, but reporting my experience at CommandCOM 2013. The game is in alpha stages and it may receive a lot of changes when it goes public, sometime in 2014.

This is just the first article from the couple of posts that I'll do about CommandCOM here, but it's certainly the main one. If you have access to the alpha version of the game, you won't find anything new there, I'm sorry. However, for those who are still waiting for the opportunity to play the game, it is a must read article.

The content of the article ranges from a Free to Play model, Frostbite, game modes, factions, generals, starting units, user interface, Starcraft 2 influence, resources, scouting, AI and much more. I avoided to post entire tech tree, prices (in credits, CPs or VPs of things), among other things that might be too much volatile at this stage of the development of the game.

Although I am very grateful to EA for the amazing experience that I had in Cologne, Germany, at Gamescom, I tried to write an article that takes into account the advantages and disadvantages of the design choices made for the game from my perspective, as a casual gamer, which may match many of those who will read this article.


Here's a snippet:


Quote:
The way scouting in the new game works is also being studied by Victory Games developers and the path they've chosen seems to make the game slightly more predictable than previous Command & Conquer games. There is no shroud, only fog of war. The map is revealed by default and the radar works during the whole battle, regardless if you have power or not. By default, you are able to view the position and the kind of building that your enemy places in the map, until it buids a Command Center. Once the enemy builds it, you won't see its new buildings unless it is an AI player (I still don't know if the AI issue is done in purpose or if it is a bug, although I did complain about it when I had the opportunity to do it). Their idea is to either announce that your enemy will rush you or prevent the cheese, since Command Center takes a while to build and it is expensive. The Command Center always has a Generals Power (in this game none of them costs money, so it follows the old Generals rather than C&C3) that can be used to scout, reveal stealth units, etc. So, you don't really need to send many infantries to scout the enemy base, since you can use the generals powers and sent infantry straight to the places where you know your enemy will expand to (it's all displayed in the map). You also know exactly where to expand and you don't need to scout to figure it out. The map has no tech buildings yet, although Victory Games developers are considering the possibility of bringing them back. What matters in the maps are the resource centers and the oil wells.



This article has opened our Generals 2 section in the site. You can read the article HERE or check it out at the left menu. Have fun!

Colony Wars Late August-Early September Updates

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Hello again fellow modders,lurkers, & CnC Fans with the coming of September comes some more updates to Colony Wars. A Partial Conversion Mod for Yuri's Revenge - Enhanced by Ares that adds in new toys for the original 3 Sides as well as adding a fourth playable side. The Colony (A group of mutant creatures originally only encompassing Giant Mutant Ants from Red Alert 1 now including a more varied army as well)


So currently I don't have my laptop which has all the files of Colony Wars so this update will be the only one for a long while...

Non-Graphical Tweaks...

The Bradley FV now changes Weapons depending on its Driver much like the IFV from RA2. However instead of a Machine Gun for Basic Infantry it gains instead an upgraded Cannon.

The Psychic Beacon is now the Equivalent of the Grand Cannon for Yuri. Being able to mind control enemy units permanently but suffering from a long cooldown. Like the Grand Cannon Beacons have a build limit of 3.



Yurified Psychic Sensor Cameo for Yuri's Psychic Sensor Building.

Finishing the list of unique MBTS for each of Yuri's Factions is the Vampire Tank (Working Name) for the Cabal Order.

The Vampire Tank leeches off energy from enemy vehicles whenever it fires its cannon.


The M113 APC or "APC" by the Allies. The APC is available in Campaign as enemies for the Colony for their Campaigns (Once they get a fully functioning Side) or as controllable units by the Player for the Allied Campaign. Alternatively they will be available as Crate Goodies in Skirmish/Multiplayer


The Allied Ranger returns as a playable unit exclusive to the Eagle Command as their replacement for the IFV. Sacrificing some Armor for Maneuverability. Pictured is its Machine Gun Mode although the Ranger will come armed with a Rocket Launcher like the IFV however.



Also introducing a pretty much finalized set of the Naval Units for the Allies.

Dark Blue - Defense Initiative
Green - Eagle Command
Cyan - Raider Ops
Port
Port + Air Force Command
Port + Tech Bureau

Left to Right:
Voyager (Vanilla Allied Transport) - Galleon (Landing Craft) - Gunboat - Dolphin
Destroyer - Aegis Cruiser
Aircraft Carrier - Battleship

Defense Initiative:
Voyager replaced by Galleon (Has 15 Passenger Space,Omnicrusher, Armed with Light Machine Gun)

Raider Ops:
Gunboat replaced by Dolphin(Underwater, Cheaper, Self-Healing)

Eagle Command:
Aircraft Carrier replaced by Battleship(Attacks cannot be shot down, Inaccurate)

The Voyager is just renamed Allied Hovercraft. The Voyager is the fastest among the Naval Yard Transports though.

The Galleon replaces the Voyager for the Defense Initiative. It however comes armed with a 2-inch Cannon much like the Gunboat and can crush certain land vehicles should it do so opt to fight on land after it has unloaded its load. It however doesn't come with Naval Sensors so Gunboats or Destroyers are still usually a must for escorts.

Colony Wars is looking for some Voice Actors for voicing some new units as well as some capable 3D Modelers to help speed up progress on the Assets of the Colony Faction. Drop a PM in Revora or PPM (Atomic_Noodles) or send me a PM here with details/samples if you are interested in helping out.

OpenRA 20130915 has been released.

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Hello everyone" The version 20130915 of OpenRA has arrived with some very interesting features.

First of all, for those who are not familiar with this game, this is an indie RTS engine that recreates (and improves) your favourite Westwood Studios games such as Red Alert 1, Command & Conquer 95 and Dune 2K. It is completely moddable and its source code is available if you are not satisfied with the current modding conditions, which has been greatly improved in this new release, that is now supporting Voxels and SHP files used in Tiberian Sun and Red Alert 2. They still do not have a public TS mod for this engine yet, but it is just a matter of time.

The other interesting features are customizable game options at the lobby (I seriously think that Victory Games need to learn something with OpenRA's a way choose the game options, but it might be just me) and the game has improved its fog of war support and the way engineer works in mods is more customizable. Here's the full changelist:


Quote:
All mods:
Overhauled Fog of War to freeze the state of resource, smudge, and structures.
Overhauled weapon projectile physics, rendering, and sounds.
Overhauled firing offsets and muzzle flashes for all units.
Added starting units configuration to the lobby (MCV only, light support, heavy support).
Added lobby options for disabling shroud and fog of war.
Added "Build off Ally ConYards" lobby option.
Added starting cash selector.
Added an ingame credits menu.
Added country name resolution to the server browser and lobby.
Added descriptive error messages when connecting to a server fails.
Added guard ability to combat units ('d').
Added force-move ability (hold alt to prioritize move/crush over attack/harvest).
Added change-mod button to the asset download screen.
Added kick-ban to the server lobby.
Added a renderer geometry visualization to the debug/cheats menu.
Overhauled lobby layout.
Overhauled diplomacy menu.
Fixed turreted buildings ignoring attack orders.
Fixed units targeting cloaked actors.
Fixed exploit allowing arbitrary building placement.
Fixed exploit allowing a malicious client to steal admin rights.
Fixed exploit related to support aircraft.
Fixed glitches relating to passenger-carrying units being killed.
Fixed a crash related to bridges on certain maps.
Fixed a crash related to the color picker.
Fixed a glitch where aircraft circle in the air after being killed.
Fixed a glitch where an uncontrollable MCV is left after a construction yard is killed.
Fixed civilians panicking when healed.
Fixed visibility of additional spectator information (progress bars, spy ownership, etc).
Fixed excessive "Building" notifications when rapidly pressing icons in the sidebar.
Fixed units continuing to attack a building after it was captured.
Fixed units chasing a chronoshifted unit across the map.
Fixed units not being able to attack buildings from some angles.
Fixed infantry not being able to attack units from some angles.
Unified the music player between C&C and RA/D2K.
Unified tooltip behavior between C&C and RA/D2K.
Removed some developer-specific options from the settings menu.

Red Alert:
Added external capturing for engineers (like C&C Generals).
Added collection animation for parabomb crate.
Added public countdown timers to A-bomb and GPS.
Fixed artwork glitches in several units and buildings.
Fixed incorrect player color on captured oil derricks on some maps.
Fixed support powers being available after winning a game.
Fixed destroyable ore mines.
Fixed chronotank teleport sound.
Fixed snipers and tanya shooting vehicles and buildings.
Sniper health reduced.
Improved chronoshift interaction with vehicle husks.
Added build limit to iron curtain and chronosphere.
Removed bibs from iron curtain and chronosphere.
Improved dog attack behavior.
Tweaked some weapon explosions.
Iron curtain duration increased to 20 seconds.
Chronoshift duration decreased to 20 seconds.
Tesla coil price reduced to $1200 and firing delay increased.
Mammoth tank build time reduced to 36 seconds.
Mobile Radar Jammer range increased.
Mechanic repair amount increased.
Decrease the infantry run animation speed.
Added hospital tech structure that allows infantry to auto-heal.
Increased oil derrick health and cash rate. Added initial capture bonus.
Added several community created map decorations.
Added ants and larvae creep actors.
Added maps: Artemis, Athena, Fort Lonestar, Pluto, Sahara, Survival02, Tournament Island, Zeus.
Updated maps: Ares, Apollo, Dionysus, Doughnut, Poseidon.
Renamed maps: Ares: National Park -> Dionysus.
Removed maps: Hotzone, Mjolnir-2, Seaside.
Disabled bots on several maps where they don't work well.

C&C:
Restored "classic" multi-engineer behavior. Buildings above 50% health will be damaged by 50%; buildings below this will be captured.
Improved snow color on snow maps.
Fixed mouse cursor colors.
Fixed Nod01 mission.
Fixed veterancy chevrons on cloaked units.
Added some texture to the UI background.
Added EVA notifications when an enemy player launches an airstrike or nuclear missile.
Increased aggressiveness of Viceroids.
Reduced the pip-count on silos.
Orca range increased, reload time decreased.
Sam Site missile spread increased.
Changed hospital to a capturable tech structure that allows infantry to auto-heal.
Added dinosaurs as buildable units from the Biolab.
Added maps: Deterring Democracy, Deterring Democracy +
Removed maps: East vs West Redux.
Updated maps: Skull Valley, Slippery Slopes, The Hourglass.
Renamed maps: Rock Canyon -> Manufacturing Consent, Bialystok -> Lessons from Kosovo.

Dune 2000:
Removed converted art and sound assets - now uses the original game files.
Restored Deviator tank for Ordos.
Added new title font.
Added maps: Imperial Basin.
Fixed statistics tracking.
Updated maps: Black Mesa, Brimstone, Death Depths, Dune Boogie.

Engine:
Fixed a crash with server hosting under Windows.
Added a fatal error dialog with options to view logs and read the FAQ.
Added sync checking for projectile effects.
Removed support for mono versions < 2.10.
Added support for portable installs (create a directory "Support" inside the game root).
Significant improvements to pathfinder performance when ordering units to areas they cannot reach.
Reduced order lag for singleplayer games.
Added audio device configuration.
Added support for TS/RA2 mix files.
Added support for TS/RA2 SHP images.
Added support for TS/RA2 voxel models.
Added support for D2K RS archives.
Added support for D2K R8 images.
Added support for WAV audio files.
Added support for XCC mix databases.
Added support for the D2K InstallShield archive.
Added support for classic production-acceleration behavior.
Added support for additional damage states on buildings.
Added additional debug information when yaml merging fails.
Added additional customization options for laser weapons.
Added additional logging for server errors.
Significant additional work towards TS/RA2 terrain support.
Build system and packages:
Fix compilation issues under .Net 3.5.
Integrated windows dependencies in the installer.

Map Editor and Tools:
Added an ingame asset viewer / converter to D2K and RA (enable via the Debug tab in the settings menu).
Added utility '--map-hash' command for retrieving the hash of a map.
Added EditorConfig definitions for editors that support it.
Added StyleCop definitions for editors that support it.






Head to OpenRA's Official Website to download it.

Ares 0.4 is now available!

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Ladies and gentlemen! We are happy to announce that Ares 0.4 is now available, with interesting additional features for Yuri's Revenge modders. This time, the AttachEffect has been fully coded, allowing you to have weapons that temporarily boosts speeds, armor and other attributes from units during the battle. The video below shows it working:






And there are other features as well. Here's the changelog:

Quote:
Ares 0.4 includes the AttachEffect and several minor features that were long overdue, like new EVA voices and PCX cameo support for the spy effect. It also includes fixes for original game issues like the Pip Distortion Bug.

Changelog:

- AttachEffect system
- Tooltip and ingame message colors
- Crashable=no for aircraft
- RevealProduction supports PCX cameos
- VeteranBuildings for countries
- Customizable gate sounds
- Output missing CSF strings
- Stop command fix for chaos-gassed units
And many more.



Happy modding!

Announcement: https://launchpad.net/ares/+announcement/11961
Download: https://launchpad.net/ares/+download
Documentation: http://ares-developers.github.com/Ares-docs/


Feel free to also use the Ares forum at PPM to discuss it, report bugs and suggest features.

Red-Resurrection 2nd Live Stream!

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For the second time Yuri's Revenge Red-Resurrection is going to be streamed live by Hecthor Doomhammer on his channel. It will start 18:00 GMT on Friday the 27th September 2013, lasting around 2 hours.

If you want to view the first stream introducing the mod click here.

For more information on the mod here are some links:

Official Website - ModDB - Facebook

Tutorial about C&C3 (SAGE engine) Textures

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Hello everyone. Since the last news, we've received more tutorials. One is very polemic about using TibEd 1 in Tiberian Sun. TibEd 1 may help to 'open the eyes' of the newbie modders to figure out some of the things that can be done, however, its usage in public projects or even bigger projects may lead into trouble, due to the nature that TibEd deals with some situations. The video tutorial from OrangeNero may help you to avoid some of these situations, but as you can read in the replies to that tutorial, it will eventually lead into trouble anyway. Use it with caution for your own small experiments only.

The other tutorial was created by Madin which explains how Command & Conquer 3's SAGE engine deals with different compression types for the .DDS files. It is useful to understand which kind of compression should be used, depending on the kind of texture. Don't be surprised if this tutorial also helps Red Alert 3, Generals and even Lord of the Rings: Battle for Middle Earth 1 and 2 modders.




If you have more tutorials about any kind of game, make sure to submit it to us. If it is not C&C related, post it at Other Games Modding forum or Media Hut Tutorials (for the ones related to graphics modelling/creation).

3D Models and Voxels submitted to PPM.

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Hello again! In order to celebrate the 13th anniversary of this website, back in september 30th, I've released a feature in ouir frontpage called PPM News Tracker. At that time, I've announced that I was working on it. It became functional on october 1st and it was optimized in the following days. I've never posted a news about its release.

PPM News Tracker shows the latest submissions from our users in terms of voxels, SHPs, maps, sounds and 3D models. It only shows submissions that seems to be useful for other users according to my own judgement, since it is quite hard to figure out a way to review it with an algorithm. Except for the Models, it shows the latest 10 submissions of all other resources. I plan to add Tutorials there in a later time.

I also hope that someday the system behind this PPM News Tracker is used to list all decent Voxels, SHPs, Maps, etc...straight in the site. But that demands much more coding, which is not a priority in my plans.

Anyway, with the PPM News Tracker, it is much easier to create a news post showing some interesting submissions that were posted in the last 2 months.


3D Models:

-> Madin has posted several structures on both 3dsmax and W3X file format. They are:


Allied Turret (Red Alert 1)


A concept based GDI SAM Site


Allied Ore Purifier (Red Alert 2)



Voxels:


-> A very well done China Nuclear Cannon (Generals) by B.A.Znd.



-> A hord of tanks submitted by KALAPS_S8, such as:


Heavy Assault Tank (Squid)


Soviet Miner (Voshod-67)


Sd.Kfz.138/2 "Hetzer"

-> Another myriad of Tiger Tank variations, created by apoclord, such as:


PzKpfw VI Ausf.E "Tiger"(late)


Sd.Kfz.186 "Jagdtiger"

-> DaArg has submitted his mind to Yuri and came in with additional reinforcements to control our brains, such as:


Gatling Tank, Lasher Tank, Magnetron, Hover Miner and Gatling Cannon.

His package also includes a Paradrop airplane seen in the outdated picture below:





The news tracker also ponts out for 2 Tiberian Sun maps, 2 Red Alert 2 maps, 1 sound pack, 1 EVA and an old GDI sidebar from Twisted Insurrection. Have fun! And submit more resources to PPM... or your mind to PPM and let us take over the world with our newly upgraded Yuri army from DaArg.

TibEd 2 is freeware.

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TibEd 2 is now freeware... at least since may 2013. Too bad that I've only noticed while I was writting the news about the texture and TibEd tutorials. Anyway, TibEd 2 is an editor for Generals, Zero Hour and Command & Conquer 3: Tiberium Wars. Unlike TibEd 1, TibEd 2 works like an advanced Notepad that aids the user to reach certain sections faster and provides features that makes programming easier for these games. Note that in order to mod C&C3 with TibEd 2, you must have the C&C3 Mod SDK.

New OpenRA playtest version available (20131112)

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A new playtest version of OpenRA has been released. This indie game attempts to recreate and improve old games such as Command & Conquer 95, Red Alert 1, Dune 2000... and other games and mods in the future.




The playtest version 20131112 brings several features compared to the latest stable release, such as:


- Added support for multiple languages (translations for DE, FR, ES, RU and PL are in progress).
- Added support for password-protected servers and a global lobby chat channel.
- Additional UI polishing, including a new settings menu, overhauled chat, and improved hotkey support.
- Improvements to RA include production acceleration, the base radius from C&C, and the M.A.D Tank!
- An overhauled Airstrike and improved weapon effects for C&C (now renamed to Tiberian Dawn).
- The popular RA map Haos Ridges is now available in Tiberian Dawn.


The full changelog is available HERE.

New settings menu, shared among all mods.


M.A.D. Tank in action.


TD Airstrike.



Head to the official OpenRA Website to download it.

PPM Officially Supports OpenRA modding.

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Ladies and gentlemen, PPM proudly announces that we have our own OpenRA Editing Forum and OpenRA Mapping Discussion Forum. After reading the previous news, OpenRA dismiss presentations, isn't it?

Anyway, OpenRA uses several .yaml files as a way to determine the rules of the game (units, several settings, AI, etc). They are english friendly files, quite easy to understand and editable with any text editor. The way these files are organized is quite intuitive, at least if you check the RA mod for instance.

The main limitation lies in the way AI behaves. You can edit part of it at system.yaml (inside OpenRA/mods/yourmod/rules/). You may determine which units and buildings it constructs, AI build limit for structures and the expected percentage of these units and structures at AI's army.

However, bear in mind that OpenRA is under constant expansion and it will become more friendly over the years. Your support and your interest here and at OpenRA official channels can help that to happen.

So, are you interested in creating a mod for OpenRA? Do you need any help with that? Participate of our OpenRA Editing Forums and let's get modding. Make sure you read the stickied topics there, as it may contain tips and locations of the official chanels. Head to OpenRA's website to download the game and its included map editor and get modding.

Grand Campaign Competition II

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I'm pleased to announce that PPM is hosting its first EVER multi-C&C mapping competition! Create your best singleplayer map in ANY of the classic Command & Conquer games for a chance to win some PC games!
Click on the banner to view the topic, and official rules. The deadline for this contest has been set for New Year's GMT, so get crackin'!

PPM's main site and mobile were reorganized.

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I've decided to give myself a birthday present in advance (november, 15th) and the Menu Builder application from PPM that synchronizes the menu of the main site and the graveyardmobile site was updated to support subsections. With this change, the left menu has been reorganized making each category be a single game. The CnC Editing Tools category has lost the CnC prefix and it should cover every game.




This change is now allowing us to cover more games in our sites. For this reason, we've added C&C: Tiberian Dawn, OpenRA, Starcraft 1 and 2, Fallout 3 and Warcraft 3. We'll eventually add more games soon, although, we'll have to do another upgrade at the Menu Builder script to start supporting subsites after a certain moment.

In order to see the content of these games, click at them and the menu will expand with all its sections, subsections and links for the game you desire.

We'll also mirror basic content and download for these games in the next days, so you'll be able to download patches, mod SDKs or the game itself from the game submenu.

Enjoy it!

DTA Lives - 1.12 Progress Update

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It's been a long time since the last update. My latest news post was 16 months ago, and that's way too long of silence in my opinion. During the time we've mostly posted new maps, and we've also had some breaks when we haven't posted anything for multiple months; maybe some of you have even thought of DTA being dead. Well, that's far from true.

In the meanwhile, we've actually made quite a few discoveries about the engine in addition to adding more maps into the game. Implementing these discoveries has taken a bit of time - but we believe they're certainly worth it. You'll see some of those below.





Graphically, one of the more important changes is what you see in the pictures above. That's right, we've converted TD's water animations for the TS engine. That includes not only the basic water animation, but also all other water-related things like water cliffs, shores and rivers.

For gameplay, there's a lot of improvements as well. Units with overlapping roles have been tweaked, the AI isn't that insanely difficult on Medium (AKA AI Level 1) anymore offering a much more balanced experience for most players, while the Level 2 AI has again been made stronger providing a very nice challenge for the most experienced players (especially on Comp Stomp -- getting slaughtered together with your friends is much more fun than getting slaughtered alone!). Talking about the AI, I might as well add that the AI is now also able to use ships (click on the image to view it in its usual size):



The teleporter system in Comp Stomp maps has also been replaced with a completely new system, leaving no dependence on the player manually entering their MCV into the teleporter. Instead, there are no teleporters; right in the start of a Comp Stomp game your MCV will automatically fly into your real starting location (engine wise, this is done with some scripting on friendly invisible carryalls). We have also added text triggers for convenience to people who haven't played DTA or Tiberian Sun before and as such don't know the hotkeys. See the image below for a demonstration.



There's also a very large surprise incoming with 1.12 which we won't reveal yet. It has actually taken most of the development time for 1.12, and with the long development time, you can expect it to be something fairly big. I can only say that 1.12 will really extend the game - in an awesome way Wink

The release isn't far away anymore. We won't discuss strict release dates, but expect 1.12 to be here soon. In the meanwhile, we will continue posting updates like maps and other content changes until we are ready for unleashing the next major version of DTA. Before that, you can still enjoy the very polished 1.11 which offers plenty of fun and which has been downloaded about 20,000 times as an estimate during its almost two-year long lifetime.

CnCNet 5 released!

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TL:DR version: CnCNet 5 is awesome! Took a long time to make and test! TS and RA2 not supported yet!Download here!

After over a year of work and testing CnCNet 5 has finally been deemed stable enough for an official release!



Compared to CnCNet 4, CnCNet 5 is coded from scratch and takes advantage of the online systems Westwood implemented into the games. CnCNet 5 has a external lobby system which gets rid of the old and buggy LAN lobby. No more games disappearing or glitches related to kicking people from the game. You can also say good bye to lag caused by the LAN netcode as previously hinted to CnCNet 5 makes use of the WOL netcode making games go smooth.

CnCNet 5 works perfectly despite closed ports due to the improved tunnelling system which also lets multiple people in the same household play with people online.

The CnCNet 5 lobby uses an IRC server which allows you to send private messages, make passworded lobbies game and to communicate with players. You can connect using a normal IRC client as well, but you won't have any game functionality.

Currently CnCNet 5 supports Command & Conquer and Command & Conquer: Red Alert. Support for Command & Conquer: Tiberian Sun is in the works as is other Westwood Online enabled games, maybe even a game where you fight over a certain "waterless world".

Below are a list of changes to the individual games:

Command & Conquer
- Over 160 maps to choose from by default.
- New option: Auto Crush Infantry
- New option: MCV Undeploy
- Automatic transfer of custom maps
- No limit on starting money

Command & Conquer: Red Alert
- Over 430 maps to choose from by default.
- Automatic transfer of custom maps
- Choose starting location
- Choose alliance
- New option: Fix Formation Exploit
- New option: Fix Range Exploit
- 12 other new game options
- Automatic transfer of custom maps
- No limit on starting money

Command & Conquer: Tiberian Sun
- Not yet supported, use CnCNet 4 in the mean time.
- Iran is working on it with help from CCHyper!

If you are interested in following development look here: http://www.ppmsite.com/forum/viewtopic.php?p=498086

Command & Conquer: Red Alert 2
- Not yet supported, use CnCNet 4 in the mean time.
- Needs a developer, if you are interested go to irc.freenode.net in the channel #cncnet.

CnCNet 5 would not have been possible if it weren't for the hard work of hifi (backend), FunkyFr3sh (frontend) and Iran (tons of new features in the games).

Features such as ladder etc will come soon.

CnCNet provides ready to play versions of both Command & Conquer and Command & Conquer: Red Alert.

Red Alert 1 has been added to the site.

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Hello everyone! We've recently introduced Red Alert 1 into our list of games in the left menu of the site. Now you are able to browse its editing forums, download SHPs (which you may need to convert to SHP(TD) format) and... the big bonus here: download the game straight from our servers. We plan to add more resources for it later, specially links to official and community used patches and tutorials that may work for RA1 modders.





Talking about Downloads, we've also added C&C 95 here. Both Red Alert 1 and Command & Conquer 95 were released as freeware by EA during the celebrations of the 12th and 13th anniversary of these games. You can download their both CDs straight from our servers. However, bear in mind that these ISO files are huge and we need to make sure that bots won't download them, otherwise they'll consume all our bandwidth and make the server become very slow. In order to prevent bots from downloading them, we've placed a protection for unregistered users only. You'll need to play a flash game captcha in order to download them as guest... or just login to the site. Then, downloading these files become a very trivial task.

Use these games (or Tiberian Sun and Red Alert 2) in order to participate from the Grand Campaign Competition and get games like Crysis 2 Maximum Edition, Dead Space 3, Medal of Honor (2010), Mirror's Edge
Sims 3 Starter Pack, Batman: Arkham Asylum (Game of the Year) and The Lord of the Rings: War in the North.




And finally, once we confirm that this anti-bot download protection is successful, we may add more big files for download. And in the next days, we'll increment the content for most games in our left menu as well. Keep browsing PPM and stay tuned for more news.

Colony Wars November Updates

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It's been a busy month for Colony Wars... For those not in the know, Colony Wars is a Partial Conversion Mod for Yuri's Revenge which adds in new units for the original 3 Sides and adds in the Giant Ants now known as the "Colony" as a new side.

So to start things off lets start with a new but old Soviet Unit the Rhino Heavy Tank.


If they look familiar then your eyes aren't fooling you. The Rhino Tank is based on the PreRelease 'Heavy Tank' from Red Alert 2. The Rhino Tank is armed with 2 120mm barrels that gives it a powerful attack and is the MBT of the Soviet Army Faction.

Another familiar unit is the V3 Launcher.

The V3 Launcher has been tweaked slightly that they launch their rockets much faster. The V3 Launcher is the unique Siege Unit for the Soviet Army Faction.

Last but not least for the Soviets is a cousin of everyone's favorite robotic spider. The Jolt Drone

Jolt Drones exchange their cutting tools for a mini tesla reactor that gives them a host of new powers like an electric bolt that short-circuits enemy units. Granting them immunity to EMP and giving them a small EM Pulse Deploy Weapon.

Continuing, We move onto the allied toys.

The Nighthawk has finally gotten its long awaited Voxel Remake.

Aside from the new voxel the Nighthawk has received a slight boost in health.

A new but familiar aircraft (for those who played Tiberian Dawn) joins the Allies in the form of the A-10 Thunderbolt, more commonly known as the "Warthog". The Warthog is unique to the Eagle Command being their dedicated Tier 3 Aircraft.


Introducing a new unit that rivals the Kirov Airship is the Allied Athena Gunship.

Bestowing her own justice with her Glaucus Prism Cannon the Athena Cannon could be considered a flying prism tank. Which she is, however she has a secondary ability called the Athena Beacon. The Beacon allows the Athena to double her range and fire off burning rainbow beams of destruction from an even further distance.

Tanya now has unique snow & desert specific graphics.


The most overly used Unit design also joins Colony Wars.

The Abrams Tank is a Tier 2 (Radar) Tank that is armed with a Machine Gun against infantry and a Cannon against Vehicles & Buildings.

Last but not least is Yuri...

The Grinder had unused animations which were supposed to play. The building now properly plays this and I've also optimized some animations on the Building.


One of Yuri's Stolen Tech Infantry, the Enlightened.

Enlightened are psychics in Yuri's Army who volunteer to have their legs removed and replaced with robotic spider legs similar to the Terror Drone and other cybernetic implants. This gives them improved speed as well increasing their durability. This does come at a price as they also are now vulnerable to EMP Weaponry.

4StarGeneral has been busy working on remaking the Gatling Cannon as well. Wish him luck everyone.


Credits go to their respective authors. And until then.

Excelsior!

Mental Omega 3.0 Released

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Furthering the Red Alert 2 legacy, Mental Omega builds on what was established by Westwood Studios and expands upon the conflict between the Allies, Soviets, and Yuri's Epsilon. Enhanced with the powerful Ares DLL, Mental Omega 3.0 strives to bring new features to Command & Conquer Red Alert 2 Yuri’s Revenge while maintaining a strong sense of gameplay balance. Mental Omega 3.0 continues where the first Red Alert left off and branches out into an expanded universe with brand new missions for all three factions.

Mental Omega 3.0 requires a working installation of Red Alert 2 & Yuri's Revenge to be played. All releases (original 2001 release, The First Decade, The Ultimate Collection etc.) are compatible with it.
 
DOWNLOAD NOW


The first release includes:

  • 9 new subfactions with their own unique sets of units
  • 36 new single player missions, including a campaign for Yuri
  • 18 new cooperative maps for 2 players
  • new skirmish/multiplayer maps
  • new skirmish/multiplayer game modes
  • updated visuals & audio
  • a new soundtrack (separate download)

Here are some links you might find useful!
 
How to install Mental Omega 3.0?
How to play Mental Omega 3.0 on multiplayer?
Complete list of subfaction features in Mental Omega 3.0!
How you can contribute to further Mental Omega 3.0 development!
Other answers for very important and inevitable questions! Also troubleshooting.

Discuss Mental Omega 3.0 and arrange multiplayer battles on our forums and in our IRC channel.

What's next? We'll be improving and expanding the mod even further, but for now, we'd like to hear your feedback! We hope you enjoy playing the new Mental Omega. Thank you for all your support!
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