VenomRage: New Hover Miners!
May 05, 2024 - 04:22
Aloha! Cranium has announced last month that he was resuming the development of VenomRage. And, the first step was to share the design of the Hover Miners from the RevengeForces faction. For those unaware, VenomRage is a total conversion for Red Alert 2: Yuri's Revenge, powered by Ares. It brings at least two factions, such as the Venom and the RevengeForces. Here is the new Hover Miners for the RevengeForces:

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Flame thrower Turbine Hover Miners.


You can check more information about VenomRage by visiting the Forums at PPM. That's all, folks! Stay tuned at PPM for more news coverage on VenomRage!

Are you picking this up? Good! G-E, the leader of Mission Tester, has released Mission Tester 5.7d in these days. For those unaware, Mission Tester is a TCL script designed as a general cross-checker for map files from Red Alert 2 and Yuri's Revenge, helpful in finding unit/declaration errors and incomplete ideas. The changes from Mission Tester 5.7d were announced with the following words:

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MISTEST 5.7d...

A small fix for scripts using Waypoints above 676 in YR. A crash would occur as it tried to lookup the two letter equivalent, but now a dummy value is returned, which seems to satisfy the rest of the code. As long as none of the Trigger Actions/Events reference them, there should be no issue.


For further information about Mission Tester, visit its Topic at PPM Forums. Download Mission Tester 5.7d. And that's all regarding Mission Tester for now. Stay tuned at PPM for more news about Mission Tester!

Updates of Project Phantom were shared some weeks ago by Starkku, and I was a bit slow to catch this one. However, it is never too late to bring it to your attention. For those unfamiliar with it, Project Phantom is a total conversion modification for C&C Red Alert 2: Yuri's Revenge powered by Ares DLL & Phobos Engine Extension. Set in a world where the course of history took a different turn and science has been elevated to previously unattainable heights, three factions engage in a conflict that will change the fate of the world. Here are the official words about it:

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It has been a while since I've last posted a formal update for this mod. Regardless, work on this project has continued even during silence and keeps going relatively strong, and I do have few things to share.

Website
Project Phantom website has been updated with a new layout. Many of the pages are still under construction, and I'll be sure to keep everyone updated when they go live.

Discord
For those who may have missed it, Project Phantom does have an official Discord server that can be used for discussing the modification, receiving updates regarding it first in the line, and eventually, it would hopefully serve as a multiplayer hub as well.

Showcases
A while back, I posted an article about various UI / UX improvements in Project Phantom. Be sure to check it out if you already have not.
There's also a new showcase video showing off some units & buildings in Project Phantom. It can also be viewed on ModDB.



As mentioned prior, development has been going on relatively strong, regardless of occassional pauses and challenges. With that in mind, I have the following announcement to make.

Early access version of Project Phantom will be released during Summer 2024
Exact release date will be made known closer to launch

So what will be in this first release?
Good question. Right now, we are looking at the following set of features.

• Three new factions - Western Coalition, Eurasian Dominion, and Phantom Imperative, with complete arsenals full of new units, buildings, and support powers (albeit many buildings will use graphics that can be deemed as 'placeholders').
• Three 'mercenary factions' - Fist of Titans, Crimson Crown, and Excelsus Group, that have capturable buildings that provide various support powers and units to players who capture them, alongside the classic set of neutral tech buildings including capturable base defenses.
• A large number of new map props and other miscellaneous buildings.
• Three reworked terrain tile theaters, Temperate, Tundra & Desert, with significantly expanded tilesets from the original game, including fully integrated urban tilesets and a basic interior tileset.
• Around 160 standard skirmish/multiplayer maps, some old and some new.
Island Combat game mode, which is constrained to maps with water-locked islands.
Scavengers game mode, where you start with a Mobile War Factory and are required to collect powerup crates for units and funds - your factory can reverse-engineer any vehicles found (including technology trucks for aerial vehicles) to unlock them as buyable units.
• One scenario for Hold the Line game mode, where up to 4 players (human or AI) are pitted against waves of AI-controlled enemies that scale based on the number of players in the game, with the objective to protect a critical structure from the said enemies.


A preview of the Crimson Crisis scenario, where players are tasked with protecting an Energy Research Lab against waves of Crimson Crown units.


Challenges game mode, where two players (human or AI) are pitted against three AI-controlled enemies in specific scenarios that have unique modifiers in play and odds stacked against the players. Initially, the Challenges game mode is going to come with three scenarios, one against each of the factions.


A preview of one of the Challenges, called Thunderhill Challenge, where players are challenged by the nigh-impenetrable defenses of a W.A.R.D research base.


• A single Cooperative mission, testing the waters out, where two Coalition commanders are tasked with eliminating a Dominion mining outpost.


Preview of co-op mission Motherlode, where a small squad of Coalition forces is sent on an infiltration and elimination mission to a Dominion mining base.

• Various quality of life, bugfix, and other engine improvements, courtesy of Ares Expansion DLL and Phobos Engine Extension.
• Full integration with the CnCNet client, allowing easy access to multiplayer games and easy download of mod updates.
• Bundled installation of two map editors, a version of the legacy FinalAlert 2 map editor as well as Rampastring's modern World Altering Editor.
• Installer software with compatibility with all releases of Yuri's Revenge.

I hope to have some more news to share about Project Phantom's development and the upcoming early access release in the near future, but for now, I'm out.


You can check more information about Project Phantom by visiting the Official Website, Forums at Revora, ModDB Profile, Discord Channel, and YouTube Video Channel. And that's all regarding Project Phantom for now. Stay tuned at PPM for more news about Project Phantom!

I have just posted news about C&C World-Altering Editor v1.0.1, and guess what? ^Rampastein has released a new version of C&C World-Altering Editor called C&C World-Altering Editor v1.0.2. C&C World-Altering Editor is a map editor for the Command & Conquer Tiberian Sun Red Alert 2, and its expansions. It originally started as a map editor for Dawn of the Tiberium Age. The changes from C&C World-Altering Editor v1.0.2 were announced with the following words:

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The New version is mainly to hotfix a bad bug in map scripting, but it also contains some other improvements.

  • Pavement LAT is now automatically connected to compatible TileSets, such as paved roads, parking lots, and other pavement additions
  • (YR) Sand LAT is now automatically connected to sand shores
  • (TS) Added speech selection window for the "Play Speech" trigger action
  • WAE now checks the map for triggers using the "Discovered by player" and "Limpet attached" events without being attached to any object or team
  • Changed "Clone of...." prefix to "...(Clone)" suffix when cloning objects
  • AITriggers are now colored based on their house or side
  • New AITriggers are now enabled on all difficulties by default
  • Improved error message given on C# script compilation error
  • Objects with InvisibleInGame=yes (Tiberium spreaders, light posts, impassable overlay, etc.) and building foundation outlines are no longer rendered when extracting a megamap
  • (Translation / CJK support) Too long words are now split into multiple lines in event and action descriptions
  • Fixed a bug where certain trigger actions could malfunction when the type of an already existing trigger action was changed. A check to automatically fix this bug from existing maps has also been added.


You can learn more about C&C World-Altering Editor by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. You can download C&C World-Altering Editor v1.0.2 Here. And this is all for today! Enjoy C&C World-Altering Editor and provide your feedback about it so it can get better.

Greetings, commander! The crew from Dawn of the Tiberium Age has recently published Dawn of the Tiberium Age v11.4.0. For those who are not acquainted with it, Dawn of the Tiberium Age is a stand-alone mod for Tiberian Sun that combines Tiberian Dawn (Command & Conquer 95) and Red Alert featuring a classic mode and an enhanced mode. Here are the updates from Dawn of the Tiberium Age v11.4.0:

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Version 11.4.0:
Released: May 2, 2024

  • Added: The Sole Survivor music is available again (you can download it via the Components tab of the options menu).
  • Added: The Missile Tank is now available as a crate unit (Credits: Mehdi860).
  • Added: Several non-buildable objects now have sidebar icons (Credits: Mehdi860):

    • Artillery Turret
    • Missile Tank
    • Mobile SAM Site

  • Changed: The DDrawCompat renderer was updated from version 0.2.1 to 0.5.1 (Credits: narzoul).
  • Changed: The "Discovered by Player" map trigger action is no longer fired when an attached object is destroyed (Credits: Rampastring).
  • Fixed: The "Renegade War" multiplayer map had two cells on which harvesters could get stuck after harvesting Tiberium/ore from the map.
  • Fixed: Nod used the wrong color in the "Creeping Destruction" campaign, as well as in the "Reunification" mission.
  • Fixed: Messages sometimes ended up inside the sidebar when the messages were positioned at the bottom (Credits: Rampastring).
  • Removed: The DxWnd and IE-DDRAW renderers have been removed from the "Renderers" drop-down menu in the client's options menu.


For further information about Dawn of the Tiberium Age, visit its Forums at PPM, ModDB Profile, Discord Channel, and YouTube Video Channel. Dawn of the Tiberium Age is available for download Here. And this is all for today! Enjoy Dawn of the Tiberium Age and provide your feedback about it so it can get better.

Welcome back, commander! For those wondering about my recent silence, I humbly ask you not to mistake me for a corpse. I've been on low power due to several real-life matters (some are still ongoing) and the fact that I have been surviving with only limited internet from my mobile phone for over a month. The fixed internet plan that I had here was taken down without warning (and they are still charging for it), and there is no fiber nearby despite the fact that I am less than 600 meters away from Madonna right now. If you understand what is going on in Rio de Janeiro right now, you'll figure out that I live in a very touristy region. So, it is being tough times here and I've been keeping things running here merely from the shadows. I don't know when I'll have unlimited internet again here.

Anyway, back to what matters, our friend ^Rampastein, the leader of C&C World-Altering Editor, has been busy recently in order to release C&C World-Altering Editor v1.0.1 a couple of days ago. For your information, C&C World-Altering Editor is a map editor for the Command & Conquer Tiberian Sun Red Alert 2, and its expansions. It originally started as a map editor for Dawn of the Tiberium Age. Here are the official words about C&C World-Altering Editor v1.0.1:

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Minor post-release patch. Mainly fixes some bugs.

Contributors: Rampastring, Starkku, ZivDero

  • Added support for configuring certain tilesets to connect to specific LAT types
  • Added support for optionally loaded theater MIX files
  • (TS) Added advanced trigger editor tool for wrapping a trigger in Disable/Enable speech actions, commonly used when spawning reinforcements
  • (YR) Added support for setting custom event, action, and script action IDs in preparation for supporting Ares and Phobos scripting elements
  • BwP (Building with Property / Building Target) selection window now lists INI names of building types
  • SHP vehicles in the sidebar now face southeast instead of north
  • Off-map waypoints are now moved inside of the map instead of deleting them when a map is loaded
  • Unhardcoded Tiberium overlay types/indexes
  • Fixed an issue where raised cells at the top edge of the map were drawn outside of the map render target
  • Fixed a crash when using WAE's internal file browser to navigate above drive root level
  • Fixed a bug where a 0x0 foundation building could unintentionally be inserted multiple times on a cell
  • Fixed a crash when using the 2x2 ground-raising brush on the edge of the map
  • Fixed a crash on loading a map when an AITrigger had specified a nonexistent secondary team type
  • Fixed a crash when the cursor was hovered over cells that had invalid subtile index data
  • Fixed a bug where ice growth overlay display and ice growth toggling cursor actions ignored cell height levels
  • Fixed a bug where the value of Tiberium was potentially calculated as too high
  • (YR) Fixed a bug where preset parameters for the "Do This" script action were incorrect in the YR configuration


Here's a picture with the advanced trigger editor tool:




For further information about C&C World-Altering Editor, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Download C&C World-Altering Editor v1.0.1 Here. That's all, folks! Stay tuned at PPM for more news coverage on C&C World-Altering Editor!

Howdy! Kerbiter and the other developers of Phobos published Phobos Build 39 in these days. Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here are the official words about Phobos Build 39:

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Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with fewer stability guarantees.

Phobos development build 39 is up!

Changes compared to build 38:

Migration info:

  • Shadow for debris & meteor animations is changed to ExtraShadow.

New features:

  • In addition to PlacementGrid.Translucency, you can set the transparency of the grid when PlacementPreview is enabled using the PlacementGrid.TranslucencyWithPreview tag (by Belonit).
  • Show briefing screen on singleplayer mission start (by Starkku)
  • Allow setting mission par times and related messages in missionmd.ini (by Starkku)
  • Allow setting default singleplayer map loading screen and briefing offsets (by Starkku)
  • Allow toggling whether or not fire particle systems adjust target coordinates when firer rotates (by Starkku)
  • AmbientDamage warhead & main target ignore customization (by Starkku)
  • Flashing Technos on selecting (by Fryone)
  • Customizable DropPod properties on a per-InfantryType basis (by Trsdy)
  • Projectile return weapon (by Starkku)
  • Allow customizing aircraft landing direction per aircraft or per dock (by Starkku)
  • Allow animations to play sounds detached from the audio event handler (by Starkku)
  • Game save option when starting campaigns (by Trsdy)
  • Carryall pickup voice (by Starkku)
  • Option to have Grinding.Weapon require accumulated credits from grinding (by Starkku)
  • Re-enable the Veinhole Monster and Weeds from TS (by ZivDero)
  • Recreate the weed-charging of SWs like the TS Chemical Missile (by ZivDero)
  • Allow to change the speed of gas particles (by ZivDero)
  • Allow upgrade animations to use Powered & PoweredLight/Effect/Special keys (by Starkku)
  • Toggle for Explodes=true BuildingTypes to not explode during buildup or being sold (by Starkku)
  • Toggleable height-based shadow scaling for voxel air units (by Trsdy & Starkku)

Vanilla fixes:

  • Powered/PoweredSpecial buildings' powered anims will update as usual when being captured by enemies (by Trsdy)
  • Fixed a glitch related to incorrect target setting for missiles (by Belonit)
  • Skipped parsing [Header] section of campaign maps, which led to occasional crashes on Linux (by Trsdy)
  • Fixed units' turret rotation and jumpjet wobble under EMP (by Trsdy)
  • Fixed AmbientDamage when used with IsRailgun=yes being cut off by elevation changes (by Starkku)
  • Fixed railgun and fire particles being cut off by elevation changes (by Starkku)
  • Fixed teleport units' frozen-still timer being reset after load game (by Trsdy)
  • Fixed teleport units being unable to visually tilt on slopes (by Trsdy)
  • Fixed teleport and drill units being unable to be visually flipped (by Trsdy)
  • Aircraft docking on buildings now respect [AudioVisual]->PoseDir as the default setting and do not always land facing north or in the case of pre-placed buildings, the building's direction (by Starkku)
  • Spawned aircraft now align with the spawner's facing when landing (by Starkku)
  • Fixed infantries attempted to enter buildings when waypoints together with engineer/agent/occupier/etc. (by Trsdy)
  • Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)

Phobos fixes:

  • Fixed heal/repair weapons being unable to remove parasites from shielded targets if they were unable to heal/repair the parent unit (by Starkku)
  • Fixed Inviso=true interceptor projectiles applying damage on interceptable, armor type-having projectiles twice (by Starkku)
  • Laser trails are now correctly reset first when parsed from maps, etc (by Trsdy)
  • INI keys with no preset default values can now be reset to this state by setting the value(s) to <none> or <default> (for lists  clears the entire list) (by Starkku)
  • Further optimization on map/superweapon retint fix on color schemes (by Starkku)
  • Fixed ApplyModifiersOnNegativeDamage not working correctly (by Starkku)
  • Fixed a potential regression with tunnels & shield animation interaction (by Starkku)
  • Fixed AAOnly not working correctly (by Starkku)
  • Attempting to combine Trajectory with other projectile logics (Arcing, ROT, etc) will now disable the other logics and output a warning in debug log (by Starkku)
  • Potential fix to some digital display alignment issues (by ststl)


For further information about Phobos, visit its Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Download Phobos Here and provide them feedback in their Discord channel. That's all, folks! Stay tuned at PPM for more news coverage on Phobos!

Are you picking this up? Good! Reinforcements have arrived from patrickwieth, leader of YouMustConstructAdditional.., as YouMustConstructAdditional v0.95.21 has been recently published by their team. For your information, YouMustConstructAdditional.. is a real-time strategy game that uses the OpenRA engine. It forks Combined Arms, and it strives to create massive battles with GDI, Nod, Scrin, Allies, Soviet, and China.  Here are the updates from YouMustConstructAdditional v0.95.21:



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New Features

  • Saboteur has a new model and icon.
  • The selection and production tooltip of units now show a DPS (Damage per Second) value. This has to be improved, though, as it is only accurate for units with only one weapon.
  • The classic Minigunner (Tiberium Dawn) from GDI and Nod has a new model and icon and is separated for Nod (Adept) and GDI (Mercenary).
  • The Rocket Infantry has a new model for GDI and Nod, Rocket Mercenary and Rocket Trooper.
  • With the Pyramid of Nod built, the Adept is replaced by the Stormtrooper, and the Rocket Trooper is replaced by the Rocket Cyborg.

Balancing

  • Tank Destroyer (Germany) now deals more damage.
  • Chrono Tank can now shoot air units.
  • Ivan bufffed (more HP).
  • Obelisk Trooper buffed (more HP).

Bug Fixes

  • Ion Mammoth still had the missiles from the normal Mammoth, these are now replaced.
  • Voxel units now rotate with 32 facings (it was 64) to align with all other sprites, and the camera angle has been reduced in order to align with sprites.
  • Ivan was broken and could not place any Dynamite. This is now fixed.


If you are curious about YouMustConstructAdditional.., visit the Official Website, and Discord Channel to obtain further information about it. YouMustConstructAdditional.. is downloadable at This Address. That's all, folks! Stay tuned at PPM for more news coverage on YouMustConstructAdditional..!