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OpenRA Release 20160508
May 11, 2016 - 23:05



The OpenRA developers are proud to announce a new stable release of OpenRA!

Development for this release started about six months ago, and in this time 50 developers contributed a total of 1,232 commits that added more than 14,000 lines of code.

So what has changed?

A lot of work went into fixing minor bugs and omissions to make the game experience more pleasant:

   - Nod units in the Tiberian Dawn campaign finally use their original silver coloring.
   - Starting a game after installing a map no longer causes the player to be kicked from the server.
   - The lobby color validator will no longer complain as much as it used to.
   - Walls now reliably stop bullets.
   - Husks blocking refineries can now be targeted and destroyed.

They have also added the much-requested feature to restart missions and skirmish games, but this does not yet extend to multi-player games. Furthermore, the minimap radar will now also make use of team colors if those are enabled. Health bars can be set to only appear when the unit is damaged. Finally, the “Fragile Diplomacy” option has been removed.

UI-wise, issues with the left-click orders have been fixed. Additionally, it is now possible to zoom using Ctrl/Cmd+Scrollwheel (the spectator view and map editor offer two additional zoom levels). Two new modifier keys allow disabling line-building of walls (hold Shift during placement) and canceling an entire build queue (hold Ctrl when clicking).

But besides all of that, the biggest changes have been under the hood of OpenRA. The developers have already addressed these topics in the playtest news posts [1] [2], and wiki pages covering them have been updated or written from scratch, but to summarize them again:

   1. The dedicated server is now a stand-alone executable, and dedicated servers no longer need to synchronize maps with the resource center. See the dedicated server wiki page for details.

   2. The map format has been updated, and the way that the game handles map upgrades has been changed. A wiki page has been created to describe the current map format.

   3. In order to allow for packaging mods into single “.oramod” files, it was necessary to introduce a number of changes to the mod.yaml metadata file. These changes, and the layout of the mod.yaml file in general, are now documented on the wiki as well.

If you are interested, the wiki also has the full changelog which lists all of the changes included in this release.

You can find the installer for your operating system on our download page.

We hope you will enjoy this latest installment of OpenRA!

Mental Omega News Bulletin #23
April 29, 2016 - 23:56
Work on the next Mental Omega release continues, as we're adding and finishing new units of the Foehn Revolt. In this News Bulletin, we'd like to show you some of their infantry and a special power which connects them all - the Nanofiber Sync.



This support power, unique to Foehn, along with their support and major superweapons have also been showcased in this short video I've prepared which shows all of the superweapons of Mental Omega as they are right now.





We're also revealing the next unit from the revised stolen tech roster - the Allied Lionheart Bomber.



Visit MentalOmega.com to see MOre pictures and read about the latest additions to the arsenal. Stay tuned!

Project Phantom is officially back in the business. While never quite dead, it did have a lengthy development hiatus and even after that was over, not much noise was made until fairly recently when some people were alerted to the fact that it is alive, mostly on ModDB, Facebook and Twitter. Now it's time to convince the rest as well. First of all, let me represent this.




In 1952, a cataclysmic event of unexplainable origin caused appearance of new elements that shifted the course of history & science. These events cause NATO to reconstitute itself as Western Defense Coalition, and rise of a new superpower in form of Eurasian Dominion via aid of technology that can be used to control people's thoughts. War between the two nearly brought the world to the brink of ruin in 90's, and threatens to do so again when the unstable equilibrium is disturbed by an enigmatic organization known as the Phantom Project, that approaches Coalition leaders with a plan to defeat Dominion for once and for all. Project's intentions behind such an offer, however, might be worth questioning. Whatever the outcome might be, it will change the fate of the world, once more.

Yes, this does mean that Project Phantom is no longer set in same universe/timeline as any of the existing Command & Conquer games, something I was hinting towards in description of a promo image from while back posted on ModDB & Facebook. This gives more freedom to work with things, especially considering PP already strayed from things quite a bit. Some might find certain similarities to familiar aspects of Command & Conquer history, although not many of those are intentional.

On another note, new Project Phantom website is now properly online, although it does not have a lot of content available - yet. Keep your eyes open as information on structures and units of the three factions as well as neutral structures & vehicles as well as gamemodes etc. become available gradually in near future, which will be made known at least on Facebook and Twitter, potentially ModDB as well. And people who want to try and help with development of the modification, the recently refreshed Recruitment page could be something to check out.

Oh, and there won't be three years of silence again until you see another one of these. I promise.

FOLLOW PROJECT PHANTOM


Hello everyone! In order to celebrate the date, we will post a special invitation to a new project that will speed up your modding skills in a scale you've never seen before, at least in terms of graphics creation. I've been working on it for a while for my Doctorate thesis and now I'm in need of people to aid me to test it. So, I will announce it in the next hours (I just need to fix a couple of bugs first, no big deal) and I'll pick the first 3 responses. So, check this site every 5 minutes. You won't regret.


This special project will aid you to quickly build buildings like the ones you've seen from the newest mod to join the PPM family, such as Shattered Paradise



Or infantry and missiles like the ones developed for the recently resurrected Tiberian Sun Reform.








Or either a Fortress Gates that Twisted Insurrection has displayed today.




And much more. If course it mainly depends on the quality of the artist. Nonetheless, the objective is to make the creation of these graphics become faster and more trivial. So, stay tuned in the next hours and the first 3 artists who reply our next news post will be invited to this really cool project.

Shattered Paradise Forums are open!
April 01, 2016 - 16:38
Hello, I'm happy to announce that Shattered Paradise has now a forum at PPM, as a reminder, Shattered Paradise is a OpenRA mod that aims to expand Tiberian Sun a bit, by adding CABAL, the Forgotten and the Scrin as playable factions. GDI and NOD are tweaked a bit to keep up, of course.

The mod is currently on a beta stage of development but is dependent on OpenRA's updates on Tiberian Sun, currently there are many things  that missing but don't affect gameplay that much, that's why we decided to open a closed beta to start balancing right away, as balance is what I care about most.

Now, you can see some of the mod's graphics and a few updates that I have been doing lately (haven't done much sadly).




Note: these are gifs, and it seems they can't be played on the main page.
Some simple explosions.

A new Forg unit I want to start animating.

And some retexturing for CABAL's structures.


Ares 0.B has been released!
March 30, 2016 - 04:49
AlexB has released the latest version of Ares. The 0.B release was a smaller one, but it still has some interesting features such as:

- The prerequisite system has been expanded to support units for every Generic Prerequisite Group,
- Ammo and weapon reloading has been made a bit more customizable,
- Self healing is also more customizable,
- Spy effects for stealing super weapons,
- Spy effects on Fake structures,
- Allowing medics to use deploy functions,

And a few bug fixes as well.

Here's the words from AlexB explaining some of these changes:

AlexB wrote:
Yuri's Revenge had a special logic to handle the Slave Miner, so the undeployed vehicle version also satisfied the refinery prerequisite. This logic has been extended to all Generic Prerequisite Groups and extended to not only support more than one item but also support infantry and aircraft.

Weapons may now require more than one round of ammunition to be fired, or none at all, and units can reload custom amounts of ammunition when reloading, also depending on whether they still have ammo left. The reload rates can now be customized for each individual aircraft, allowing for easier balancing of aircraft armed with few powerful missiles and aircraft armed with weaker machine guns with plenty of ammo.

Spies can now steal the plans for super weapons, which then will become available either permanently or for single use. Also spies can reveal how much power or money a player currently has. As a classic defense, Ares also now allows to recreate building fakes known from Red Alert, which is a purely cosmetic feature.

A few minor features and bug fixes complete the release. For instance, self healing is now customizable to recreate Mammoth Tanks from Tiberian Dawn, warheads can now be made to damage units in the air even if detonating on the ground, and waves will now get interrupted if the target moves out of firing range.




Happy Modding!

Website: http://ares.strategy-x.com/
Announcement: https://launchpad.net/ares/+announcement/13911
Download: https://launchpad.net/ares/+download
Documentation: http://ares-developers.github.io/Ares-docs/
Ares Forum at PPM: http://www.ppmforums.com/index.php?f=875

8-Bit Armies, from Petroglyph Games
March 28, 2016 - 08:09
It seems that Petroglyph Games, the authors of Grey Goo are working on a new real time strategy game called 8-Bit Armies. It is still work in progress, but it seems to be developed enough to get a Steam page of its own. Check the video and tell us if something on it rings a bell in some way:







Quote:
A Blast from the Past
8-Bit Armies is a classic, C&C-style Real-Time Strategy PC game. It's our most fast-paced, friendly, and accessible RTS game to date. Featuring offline single-player missions, co-op mode, skirmish, and PvP multiplayer modes running on dedicated servers.

Initial release includes:

   25 offline campaign missions
   10 co-op missions to play with your friends
   10 multiplayer/skirmish maps that support up to 8 players online
   AI with multiple difficulty options to play with cooperatively or fight against
   Classic Base-Building mechanics let you construct the ultimate HQ from which to launch attacks against your foes
   Destructible environments on maps ranging from small to very large
   Easy to understand modern military units and structures lets RTS beginners jump right in
   From the same team that brought you RTS classics such as Star Wars: Empire at War, Universe at War, and Grey Goo


8-Bit Armies is for anyone that enjoys RTS games, or felt overwhelmed by more serious games. With hours of solo and co-op gameplay included, there's something here for everyone!



And for those who are wondering about modding for this new game, here's a quick answer:


Quote:
Question: Are there any plans to introduce modding tools or a level editor?

Answer: Yes, we have plans to release the tools sometime after launch. If the demand is there, we'll definitely provide them. We know how important it is to get players building and sharing content for the game. Right now, our focus is on a great core game first.



I won't be surprised if what they are calling 'tools' will be just a map editor with, at the best of the possibilities, the ability to add custom civilian buildings on it.

CnCD2K 2.8.8 has been released!
March 28, 2016 - 07:40
The version 2.8.8 of CnCD2K has been released recently. The campaign from the Order of the Pets, one of the factions of this mod that is not directly related to Dune 2k, has received some editions to use some aditional drones. The AI has been improved considerably to use some side specific units. Here's the full change log of this version:



Quote:

   Tweaked CotP Missions to include Flak Drone and Repair Drone.
   Improved AI.



Head here to download this version of the mod and discuss it at its Official Forums at PPM.