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Shattered Paradise's Dev Blog#3
April 16, 2018 - 13:33
Welcome to another Shattered Paradise's Dev Blog. It seems that a little over 1.5 years have passed since the last one. Three years ago, Shattered Paradise began as a project on the OpenRA engine, since then, the mod had many changes that manage to differentiate the mod from the original Tiberian Sun while also removing some of its limitations. SP is meant to expand Tiberian Sun, along with its gameplay, by adding three new factions: CABAL, Mutants, Scrin and improving the existing ones.

https://i.imgur.com/ABYaI8o.gif (Gif not shown intentionally to save up net)

So, what has happened on the last 1.5 years? First, mod development stopped after I ran out of testers, the mod had enough content, and without testing, it wasn’t possible to continue, so I founded a second mod (Nomad Galaxy), worked on it as much as I could, and stopped until I hit some limitations, I was also busy with my thesis at the university all along the way, so that’s why there wasn’t much activity.


The mammoth tank you can see now was made by ErastusMercy but spritifed with a renderer software, actually, most of the voxels have been spritified the same way to improve performance, the Mammoth MK II remake was done by myself.


After that, development was resumed after ZxGanon and Voidwalker entered testing and got me motivated enough to continue, so far ZxGanon has taken care on faction balance, where we are getting good results, meanwhile, users like Graion Dilach, Boolbada, MustaphaTR and Voidwalker helped improving the engine, allowing us to reduce its limtations and do things that wasnt possible, like customized super weapons, It was a long journey but somehow, we managed to cross most of it.

1) Balance Changes

First off, we simplified most units of the mod, removing custom armor types or uncrushable traits, this with the aim to make the game easier to understand and help balancing it. What is the point of having cyborgs with heavy armor if vehicles also have it, your opponent will be able to kill you with a single weapon type, instead we give them infantry armor but rise their hp. On the other hand, having random uncrushable units isn't really fun either, because people wont know what they can crush and what not, making desperate actions that much more frustrating.

https://i.imgur.com/722WAsc.gif (Gif not shown intentionally to save up net)

Another change we did was flatten the units of each side, basic helicopters are somewhat alike, which means air combat is reduced to unit amount and micro, which is way better than having one helicopter winning over another due to a random stat difference, that you cant see ingame of course, also their falling damage is increased, meaning you can sacrifice them if you are desperate.



Other miscellaneous changes include the eco, unit speeds, tier balance, where we tried to ensure that no unit becomes obsolete as the game goes on, so trash units can beat high tier units when there are enough numbers, while the high tier units give the player advantages, but don't give them a win button.

2) Graphical Changes

While I considered most of the graphics finished, there were still things that could be improved but wasn’t worth it because there wasn’t people playing, now things have changed, and as such, I have so I have spent time doing extra models for the game, examples of these are the new construction yards / mcvs, the MK II, the Juggernaut, and so on. One thing I want to point out is that I don’t plan on redoing the vanilla graphics, the work required is too much for a single person, and there are better things to work on like other mods, or expanding civilian assets if there is need for that.



3) Discord server and Streaming

Since the development of this mod stopped due to the lack of testers, that also motivated me to close the server as it was depressing to see an inactive server every day. At this point, the server was created a while ago but its closed to the public until the mod is ready, that way we don’t suffer from the same problem again.



On the other hand, SoScared and FiveAces stream this mod frequently, you could follow them if you are interested, both users and even myself are present on the OpenRA discord, in case you want to ask for details.

4) Mod features.

    5 factions that have different playstyles, but still keep to the C&C spirit.
    Unit changes for GDI and Nod, that aim to improve their faction overall so they can keep up with the rest.
    Over 100 playable maps taken from many different sources (all authors are given due credit, of course).
    Many miscellaneous improvements from Tiberian Sun, like aircraft that don't require micro to be effective, batch queues for quick changes in production orders, or attack move commands, flipped refineries that ease up map balance.
    Tech structures that allow mappers to set up points to contest early.
    In the interest of avoiding a burnout, we wont be focusing on making a campaign for now, as it wasn't really a part of the main plan, and we are not prepared to work on that yet. On the other hand we encourage people to give us a hand on that matter.


Hence, in terms of contributions, we are still searching for these:

    Voice-actors for many of the remaining units.
    A dedicated mapper for campaign design.
    A lua scripter for extra campaign support.


5) Last but not least, let me introduce to you to the current Shattered Paradise team:

    Nolt: Founder, Creator of Shattered Paradise, and graphics maker.
    ZxGanon: Gameplay Designer, Streamer, Map balancer, Voice Actor.
    Voidwalker: OpenRA Coder with passion.
    Graion Dilach: OpenRA Coder and creator of AS (without this, nothing would work).
    Apollo: Effect expert.
    BoolBada: OpenRA Coder.
    jaZz_KCS and jrb0001: Server providers.
    SoScared and FiveAces: Streamers.
    Siv: Writer and Editor.
    Veteran testers: Windawz, J Mega Tank, Kwendy, Orb, Trempler, 010010.
    That concludes this dev blog. Stay tuned for the next one where we'll take a closer look at the units and more game mechanics.


Article created by Nolt, Siv and ZxGanon, using footage from maps made by MadHQ, Trempler and Ixith.

The arsenal from the USA is growing larger on Contra, one of the most famous modifications for Command & Conquer Generals: Zero Hour. They've recently had an Easter progress report on their site displaying some interesting  buildings for the mod such as:




And there is also a video showing new particle effects in action:






For more information about this mod and to download its latest version, head to Contra website and enjoy it.

YR Red-Resurrection post 2.2 support
April 11, 2018 - 05:44
Since the release of the patch 2.2 for YR Red-Resurrection, OmegaBolt has already released mini 4 patches for it. The full changelog is HERE. These mini patches fixes many bugs, change the ballance of the game and even added a new game mode called Scavengers where you start with a mobile war factory and some mercenaries... perhaps it may remind Tiberian Twilight for some of you, but i hope it is better than that. Here's the full list of changes so far:

Quote:
07/04/2018 2.2.4
 - Updated client:
- Optimizations and bugfixes to loading of saved skirmish settings.
- Improvements to startup permissions check (should now consider running client in Program Files without admin privileges as insufficient permissions).
- Changes to updater to hopefully alleviate issue where client keeps file handles open after version checks
 - NEW GAMEMODE: Scavengers - Start with a War Machine (Mobile War Factory), mercs & support powers, and collect crates to grind them to build units. Destroy the enemy War Machine
 - Added various infantry crates if the crate option is enabled
 - Updated Textless Cameos pack
 - Apocalypse: fixed missing turret bug
 - Battle Fortress
- Can no longer lift Stormfronts and Stalin's Fists, in line with being unable to lift T4 units in general
 - Bishop can now gain veterancy
 - Sand Rush (2): fixed terrain bugs
 - Offensive Tactics (6): added additional ore drills


06/04/2018 2.2.3
 - Fixed issue that prevented Yugoslavian AI or any Soviet AI in End of Nations or Unholy Alliance from building up to full tech
 - Can no longer build off ally buildings in missions, as it wasn't available in vanilla and breaks some stuff
 - Textless Cameos addon:
- Fixed Dreadnought still displaying text
- Fixed Tech Airport Paradrop still displaying text
 - Bishop:
- Increased damage by 100
- Increased cost by 100
 - Demo Truck cost increased from 1000 to 1500. Removed build multiplier


05/04/2018 2.2.2
 - NEW FEATURE: Added Textless Cameos Pack under the Settings -> Components tab, an optional pack which removes text from the sidebar icons
 - Updated missions:
- Fixed a vanilla bug in all missions which made the AI less productive on hard than on easy
- Fixed availability of units for the AI so it should now use a more varied selection of the RedRes arsenal against you
- A07: Soviet base should now build properly
- A10: Fixed AI not attacking
- A11: Fixed availability of Combat Drugs, Emergency Repair & Prism Tank
- A12: Can no longer build a clone Tesla Coil & now need to kill the Black Guard infantry to complete the objective
- S11: Added Tors around the Kremlin
 - Fixed palette issues with snow version of LA civilian buildings
 - Fixed remap issues on Woytek


03/04/2018 2.2.1
 - Updated the manual
 - Updated missions:
- A03: fixed bug that prevented AI from properly garrisoning battle bunkers
- A04: added Grand Cannons back
- A11: Squids no longer grapple player units
- S02 & S03: can no longer build terror drones as they are introduced in S04
- S10: added preplaced Archangels & a Grand Cannon near the WCD
- S12: added preplaced Archangels around the Chronosphere & Grand Cannons along the route
 - Updated the AI:
- will now build Solaris Communicator
- will now build Grand Cannons
- should no longer get stuck building Shock Mines
- Soviet AI should now use the Iron Curtain & garrison battle bunkers
 - Maps:
- NEW: Ruination (6) by Black Snow
- Snowdog (6): Can now build navy
- Offensive Tactics (6): Can no longer build navy
- Final Frontier: Hallucinations (2) updated
 - Sole Survivor:
- Demo Trucks are now able kill one another
- There is now a 5 minute timer, after which the map will be revealed to all
- Bridge huts no longer exist
 - Final Frontier:
- Sides no longer start with both Allied & Soviet Space Marines
 - Fixed flag buildings on snow theatre
 - Sonic Enforcers now gain veterancy from killing things along their line of fire
 - Dante now gains veterancy from killing things along his line of fire
 - X-Soldier:
- Cost reduced from 1100 to 1000
- When trained with Arms Deal it now has the same vocals as a normal X-Soldier
 - Fixed Fury Drone showing incorrect shadow colours at certain angles



And here's a sneak peak on the Textless Cameos Pack from patch 2.2.2:



... and the new game mode Scavengers:




If you already have YR Red-Resurrection 2.2, use the client to get the latest patches. If you don't have it, download the mod at its ModDB profile. Have fun!

New TS-DDraw release requires testers
April 10, 2018 - 01:14
For those who love playing Tiberian Sun, Red Alert 2 and their respective expansions and have the "lovely" windows 10, there is a present for you, from our friend FunkyFr3sh. TS D-Draw "emulates" direct draw in recent machines, allowing you to play these games on window mode, or simply without black screens, invisible menus and other problems like that.

FunkyFr3sh has recently released a new version and requires testers. It either emulates direct draw with GDI or OpenGL. It seems that GDI's version is working better at the moment. Here's what he says about it:

FunkyFr3sh wrote:
Download: http://downloads.cncnet.org/Games/RedAlert2/ts-ddraw.zip

Updated config tool (Tiberian Sun Only): http://downloads.cncnet.org/addons/ts-config.7z



Should work for Tiberian Sun, Red Alert 2 and Yuri's Revenge.




For all those who don't know TS-DDraw, this is what it can do:

Working windowed mode without having to change windows to 16bit

Makes the game running smooth on Windows 8 / 10  and wine ( You can try it on 7/Vista too)

Can fix black screens, invisible menus and other issues
...



I recommend the GDI version, but you can try the OpenGL one too


Frontline Chaos march update
April 05, 2018 - 08:21
Our friend Dutchygamer has recently posted a progress report about Frontline Chaos at ModDB.com. Frontline Chaos is a total conversion for Generals: Zero Hour that brings two factions (Revenant and Legion) in an apocalyptical future dominated by the sinister M-Tec Corporation and its private army. Here's what he wrote:

Quote:
In this first update of 2018, various bits and pieces of work
that has been done in the time between last update and now.



Ho boy, am I good at regular updates. Almost another half year since last update. So what has been happening to Frontline Chaos in the mean time? I'll try to sum it up in one big picture:





From left to right, top to bottom:
Legion defences; Tech structure captured model update; Legion Dragoon; Tech structure captured model update
Tech Repair Bay; Fixed / expanded burning shrubbery 1; 2; Civilian Bunker variant
Tech Field Hospital; Revenant Crawler; Air unit marker; New explosion FX / debris

In this update, I will focus on the Legion defences and the Legion Dragoon. You can see the remainder as a sneak preview of things to come...



Gyret Turrets are light automated defences that protect Legion installations against infantry raids. Armed with two 20mm Gyret guns, it can quickly spit out rocket-propelled projectiles which detonate on impact. While meant as a deterrence against infantry, a Gyret Turret will also punish lighter vehicles that get within range.



Storm Cannons are dual-purpose defensive emplacements used by Legion forces. Equipped with a quadruple of 50mm flak cannons, which are fired in pairs to provide a continuous rate of fire. An unique feature among Legion's flak weapon designs enables it to be used against both air and ground targets. Vehicles will get pummelled into submission by the continuous rain of shells, and aerial targets get shredded by a storm of shrapnel.



Dragoons are large 4x4 armoured vehicles used by motorized Legion forces to perform reconnaissance duties. A powerful engine combined with a low center of mass makes the Dragoon one of the fastest vehicles on the battlefield. Outfitted with an automated twin-barreled Gyret turret, it can pick off enemy infantry before they can pose a threat to allied vehicles. To complement its intended duties, a Dragoon is equipped with various sensors which enables it to locate enemies before they can see it in return.

Armoured enough to withstand bullets and light ordnance, the Dragoon was never designed to take on anything bigger then itself. When faced with enemy vehicles, it must either rely on allies to take out the armoured threat, or use its greater mobility to stay clear.


This pretty sums up the first update featuring the Legion faction.
As shown in the compilation image at the top there is plenty more to show, but all in due time.
Dutchygamer signing off.



Check more information about this mod at the Frontline Chaos forums.

YR Red-Resurrection 2.2 released!
April 01, 2018 - 03:07
YR Red-Resurrection 2.2 released!



Soviet invasion confirmed! This is not a drill! YR Red-Resurrection 2.2 is finally here, no joke!

It is by the far biggest update to the mod ever, having taken the last year to develop (to the month), driven largely by the interest and feedback fromt the little discord community that has developed. The original goal was simply to port the mod to the CnCNet 5 client, making it possible to play online again and increase accessibility, but as it went along it resulted in almost totally overhauling the eight countries as well, making them very individual and unique.



Tonnes of work has gone into this and I definitely want to thank the testers and contributors for making it possible and, largely, a fun experience. #Tongue  Particularly a thanks needs to go to Starkku for making this entire thing possible by providing lots of technical support, particularly with the client, and the toolset he has developed.

And now its out!

Features

  • Two factions, the Allies and the Soviets with all new arsenals.
  • Four countries per faction, each with 12-15 unique units, structures and support powers.
  • An entirely rebalanced experience with rapid, dynamic gameplay providing the player with plenty of opportunities for attack.
  • Over 140 new units, structures & support powers (with 75+ added in this patch alone!).
  • Over 300 multiplayer maps and several game modes, including Dead Resurrection - where infantry killed in combat rise from the dead.
  • The vanilla Red Alert 2 campaign ported to work with the additional content of Red-Resurrection.
  • The CnCNet 5 client from rampastring & Starkku, with additional unique features.
  • Also includes an offline manual and map editor!


DOWNLOAD NOW

And if you wish to take part in the growing Red-Resurrection community, follow the links below!

--------


That lovely time of the year has arrived just again, the lovely first day of April. In internet, it starts in Kiribati (Christmas Islands) GMT +14 and it ends of Baker Island, GMT -12. Those are fun time where the craziest news hits the web and PPM has been traditionally part of this fun for many years.

However, world is changing and one of the problems that are causing havoc in the internet is something that is being called Fake News. Disinformation, fictions created all over the year with the purpose destroying the reputation of entities or turning people against others. Some people may claim that these fake news can decide elections. Others that it can kill people, cause accidents. Fake news are being denounced by authorities all around the world, hunted by the major media corporations. We do not want any connection of PPM with these evil things. Project Perfect Mod is a community about making game modifications and its resources. It is not about tricking people or spreading hate.

So, in order to prevent more confusion, we decided to no longer create april's fools jokes, as they could be easily confused with fake news. It may sound like a fool thing for some of you, but prevention is our best medicine against problems that may rise from it.

And we have a considerable curriculum with some very nasty april's fools joke that were done in our past. There were fake tool beta testing, open source softwares that became shareware,
a ultimate graphic editor that has gone nowhere, an attempt to allow users to sell their content in our forums, a special invitation for nothing, among other absurd things.... and even the news from our friends included buying spree activities from Electronic Arts.

We will not repeat these mistakes again and we will not come up with a lie saying that we will not do these things again. We will always be your reliable place even during these moments. Enough of #FakeNews, we are done here.

Our friend pchote, one of the most important developers from OpenRA has recently shared a note about an important change that modders of OpenRA might have to take into account when making your mod suppor the latest version of the OpenRA game engine.

OpenRA is a game engine that suffers constant transformations and it is under an endless development, unlike a game like Tiberian Sun, where the original developers doesn't touch it for miserable 20 years... or almost that. And, as such, they are trying to repair some eventual design mistakes, which might make them to change certain tags from the yaml files. This brings an obstacle to the modder itself to keep up to date with these changes and it may prevent mods that are no longer being developed to work in the latest OpenRA. So, for this reason, the developers of OpenRA have been reforming their Mod SDK not just to allow mods to have their old engine in the user's computer even if the engine gets updated during this time and they have also added a tool to help modders to update their mods to the latest version of the engine, which is exactly what this change do. It should be available in the next play tests and release versions:


Quote:
The key points to know about the new system are:

   All changes to the mod rules are expected to define an update rule, even if it only lists the changes that a modder needs to make manually.
   The default commands for the updater list information about the changes; an explicit --apply command must be given before any changes are made. This makes the updater our primary documentation for compatibility changes.
   Each update "rule" is considered independently, and can be applied individually (e.g. when working on bleed), or as part of an "update path" from a labelled tag to the current HEAD.
   If a rule throws an exception then its changes will be reverted and any other updates in the path will be applied.


Here's a sample when updating the RA Classic from release 20180218 to the bleed:

Code:
$ ./utility.sh --update-mod
--update-mod SOURCE [--detailed] [--apply] [--skip-maps]
Valid sources are:
   Update Paths:
      release-20180218
      release-20180307
   Individual Rules:
      SplitTurretAimAnimation
      RenameWormSpawner
      RemoveWithReloadingSpriteTurret
      RemoveWeaponScanRadius
      DefineSoundDefaults
      RemoveTerrainTypeIsWaterFlag



Code:
$ ./utility.sh --update-mod release-20180218 --detailed
Found 6 API changes:
  * RemoveTerrainTypeIsWaterFlag: Remove TerrainType IsWater flag
     The IsWater flag on terrain type definitions has been unused for some time.
     This flag has now been removed from the tileset yaml.

  * RemoveWeaponScanRadius: Remove Weapon ScanRadius parameters
     The *ScanRadius parameters have been removed from weapon projectiles and warheads.
     These values are now automatically determined by the engine.
     CreateEffect.ImpactActors: False has been added to replace VictimScanRadius: 0

  * SplitTurretAimAnimation: Introduce WithTurretAimAnimation trait
     WithSpriteTurret.AimSequence and WithTurretAttackAnimation.AimSequence
     have been split into a new WithTurretAimAnimation trait.

  * DefineSoundDefaults: Move mod-specific sound defaults to yaml
     Mod-specific default sound values have been removed from several traits.
     The original values are added back via yaml.

  * RenameWormSpawner: WormSpawner renamed and generalized to ActorSpawner
     The D2k-specific WormSpawner trait was renamed to ActorSpawner,
     generalized, and moved into the common mod code.

  * RemoveWithReloadingSpriteTurret: Remove WithReloadingSpriteTurret trait
     WithReloadingSpriteTurret has been superseded by conditions.
     The trait is switched for with WithSpriteTurret.
    

Run this command with the --apply flag to apply the update rules.



Code:
$ ./utility.sh --update-mod release-20180218 --apply
WARNING: This command will automatically rewrite your mod rules.
Side effects of this command may include changing the whitespace to
match the default conventions, and any yaml comments will be removed.

We strongly recommend that you have a backup of your mod rules, and
for best results, to use a Git client to review the line-by-line
changes and discard any unwanted side effects.

Press y to continue, or any other key to cancel: y

RemoveTerrainTypeIsWaterFlag: Remove TerrainType IsWater flag
   Updating mod... COMPLETE
   Updating system maps... COMPLETE

RemoveWeaponScanRadius: Remove Weapon ScanRadius parameters
   Updating mod... COMPLETE
   Updating system maps... COMPLETE

SplitTurretAimAnimation: Introduce WithTurretAimAnimation trait
   Updating mod... COMPLETE
   Updating system maps... COMPLETE

DefineSoundDefaults: Move mod-specific sound defaults to yaml
   Updating mod... COMPLETE
   Updating system maps... COMPLETE
   Manual changes are required to complete this update:
    * The default value for ParaDrop.ChuteSound has been removed.
      You may wish to explicitly define `ChuteSound: chute1.aud` at the following locations
      if the sound has not already been inherited from a parent definition.
       * rules/aircraft.yaml:3
      
    * The default value for Building.BuildSounds has been removed.
      You may wish to explicitly define `BuildSounds: placbldg.aud, build5.aud` at the following locations
      if the sound has not already been inherited from a parent definition.
       * rules/misc.yaml:272
       * rules/misc.yaml:293
       * rules/misc.yaml:315
       * rules/misc.yaml:331
       * rules/misc.yaml:349
       * rules/misc.yaml:506
       * rules/defaults.yaml:468
       * rules/defaults.yaml:707
       * rules/defaults.yaml:746
       * rules/defaults.yaml:841
       * rules/defaults.yaml:863
       * rules/husks.yaml:212
       * rules/husks.yaml:222
       * rules/husks.yaml:232
       * rules/husks.yaml:242
       * rules/husks.yaml:252
       * rules/husks.yaml:262
       * rules/husks.yaml:272
       * rules/husks.yaml:282
       * rules/husks.yaml:295
       * rules/husks.yaml:305
       * rules/husks.yaml:315
       * rules/husks.yaml:325
       * rules/husks.yaml:335
       * rules/husks.yaml:345
       * rules/husks.yaml:355
       * rules/husks.yaml:365
       * rules/husks.yaml:375
       * rules/husks.yaml:385
       * rules/husks.yaml:395
       * rules/husks.yaml:405
       * rules/husks.yaml:415
       * rules/structures.yaml:15
       * rules/structures.yaml:107
       * rules/structures.yaml:189
       * rules/structures.yaml:271
       * rules/structures.yaml:319
       * rules/structures.yaml:446
       * rules/structures.yaml:473
       * rules/structures.yaml:510
       * rules/structures.yaml:555
       * rules/structures.yaml:592
       * rules/structures.yaml:632
       * rules/structures.yaml:674
       * rules/structures.yaml:712
       * rules/structures.yaml:762
       * rules/structures.yaml:824
       * rules/structures.yaml:923
       * rules/structures.yaml:989
       * rules/structures.yaml:1084
       * rules/structures.yaml:1117
       * rules/structures.yaml:1154
       * rules/structures.yaml:1184
       * rules/structures.yaml:1287
       * rules/structures.yaml:1344
       * rules/structures.yaml:1473
       * rules/structures.yaml:1491
       * rules/civilian.yaml:64
       * rules/civilian.yaml:90
       * rules/civilian.yaml:109
       * rules/civilian.yaml:129
       * rules/civilian.yaml:145
       * rules/civilian.yaml:161
       * rules/civilian.yaml:178
       * rules/civilian.yaml:189
       * rules/civilian.yaml:200
       * rules/civilian.yaml:363
       * rules/civilian.yaml:385
       * rules/civilian.yaml:412
       * rules/civilian.yaml:476
       * rules/civilian.yaml:496
       * rules/civilian.yaml:516
       * rules/civilian.yaml:536
       * rules/civilian.yaml:578
       * rules/civilian.yaml:592
       * rules/civilian.yaml:606
       * rules/civilian.yaml:620
       * rules/civilian.yaml:640
       * rules/civilian.yaml:651
       * rules/civilian.yaml:665
       * rules/civilian.yaml:684
       * rules/civilian.yaml:702
       * rules/civilian.yaml:711
       * rules/civilian.yaml:720
       * rules/civilian.yaml:729
       * rules/civilian.yaml:746
       * rules/civilian.yaml:767
       * rules/civilian.yaml:784
       * rules/civilian.yaml:802
       * rules/civilian.yaml:818
       * rules/decoration.yaml:3
       * rules/decoration.yaml:15
       * rules/decoration.yaml:27
       * rules/decoration.yaml:39
       * rules/decoration.yaml:51
       * rules/decoration.yaml:63
       * rules/decoration.yaml:75
       * rules/decoration.yaml:87
       * rules/decoration.yaml:104
       * rules/decoration.yaml:116
       * rules/decoration.yaml:128
       * rules/decoration.yaml:140
       * rules/decoration.yaml:152
       * rules/decoration.yaml:164
       * rules/decoration.yaml:176
       * rules/decoration.yaml:188
       * rules/decoration.yaml:200
       * rules/decoration.yaml:212
       * rules/decoration.yaml:224
       * rules/decoration.yaml:236
       * rules/decoration.yaml:248
       * rules/decoration.yaml:332
       * rules/decoration.yaml:345
       * rules/decoration.yaml:358
       * rules/decoration.yaml:387
       * rules/decoration.yaml:395
       * rules/decoration.yaml:403
       * rules/decoration.yaml:411
       * rules/decoration.yaml:419
       * rules/decoration.yaml:427
       * rules/decoration.yaml:435
       * rules/decoration.yaml:459
       * rules/decoration.yaml:472
       * rules/fakes.yaml:17
       * rules/fakes.yaml:54
       * rules/fakes.yaml:89
       * rules/fakes.yaml:117
       * rules/fakes.yaml:138
      
    * The default value for Building.UndeploySounds has been removed.
      You may wish to explicitly define `UndeploySounds: cashturn.aud` at the following locations
      if the sound has not already been inherited from a parent definition.
       * rules/misc.yaml:272
       * rules/misc.yaml:293
       * rules/misc.yaml:315
       * rules/misc.yaml:331
       * rules/misc.yaml:349
       * rules/misc.yaml:506
       * rules/defaults.yaml:468
       * rules/defaults.yaml:534
       * rules/defaults.yaml:583
       * rules/defaults.yaml:707
       * rules/defaults.yaml:746
       * rules/defaults.yaml:841
       * rules/defaults.yaml:863
       * rules/husks.yaml:212
       * rules/husks.yaml:222
       * rules/husks.yaml:232
       * rules/husks.yaml:242
       * rules/husks.yaml:252
       * rules/husks.yaml:262
       * rules/husks.yaml:272
       * rules/husks.yaml:282
       * rules/husks.yaml:295
       * rules/husks.yaml:305
       * rules/husks.yaml:315
       * rules/husks.yaml:325
       * rules/husks.yaml:335
       * rules/husks.yaml:345
       * rules/husks.yaml:355
       * rules/husks.yaml:365
       * rules/husks.yaml:375
       * rules/husks.yaml:385
       * rules/husks.yaml:395
       * rules/husks.yaml:405
       * rules/husks.yaml:415
       * rules/structures.yaml:15
       * rules/structures.yaml:107
       * rules/structures.yaml:189
       * rules/structures.yaml:271
       * rules/structures.yaml:319
       * rules/structures.yaml:446
       * rules/structures.yaml:473
       * rules/structures.yaml:510
       * rules/structures.yaml:555
       * rules/structures.yaml:592
       * rules/structures.yaml:632
       * rules/structures.yaml:674
       * rules/structures.yaml:712
       * rules/structures.yaml:762
       * rules/structures.yaml:824
       * rules/structures.yaml:923
       * rules/structures.yaml:989
       * rules/structures.yaml:1084
       * rules/structures.yaml:1117
       * rules/structures.yaml:1154
       * rules/structures.yaml:1184
       * rules/structures.yaml:1287
       * rules/structures.yaml:1344
       * rules/structures.yaml:1473
       * rules/structures.yaml:1491
       * rules/civilian.yaml:64
       * rules/civilian.yaml:90
       * rules/civilian.yaml:109
       * rules/civilian.yaml:129
       * rules/civilian.yaml:145
       * rules/civilian.yaml:161
       * rules/civilian.yaml:178
       * rules/civilian.yaml:189
       * rules/civilian.yaml:200
       * rules/civilian.yaml:363
       * rules/civilian.yaml:385
       * rules/civilian.yaml:412
       * rules/civilian.yaml:476
       * rules/civilian.yaml:496
       * rules/civilian.yaml:516
       * rules/civilian.yaml:536
       * rules/civilian.yaml:578
       * rules/civilian.yaml:592
       * rules/civilian.yaml:606
       * rules/civilian.yaml:620
       * rules/civilian.yaml:640
       * rules/civilian.yaml:651
       * rules/civilian.yaml:665
       * rules/civilian.yaml:684
       * rules/civilian.yaml:702
       * rules/civilian.yaml:711
       * rules/civilian.yaml:720
       * rules/civilian.yaml:729
       * rules/civilian.yaml:746
       * rules/civilian.yaml:767
       * rules/civilian.yaml:784
       * rules/civilian.yaml:802
       * rules/civilian.yaml:818
       * rules/decoration.yaml:3
       * rules/decoration.yaml:15
       * rules/decoration.yaml:27
       * rules/decoration.yaml:39
       * rules/decoration.yaml:51
       * rules/decoration.yaml:63
       * rules/decoration.yaml:75
       * rules/decoration.yaml:87
       * rules/decoration.yaml:104
       * rules/decoration.yaml:116
       * rules/decoration.yaml:128
       * rules/decoration.yaml:140
       * rules/decoration.yaml:152
       * rules/decoration.yaml:164
       * rules/decoration.yaml:176
       * rules/decoration.yaml:188
       * rules/decoration.yaml:200
       * rules/decoration.yaml:212
       * rules/decoration.yaml:224
       * rules/decoration.yaml:236
       * rules/decoration.yaml:248
       * rules/decoration.yaml:332
       * rules/decoration.yaml:345
       * rules/decoration.yaml:358
       * rules/decoration.yaml:387
       * rules/decoration.yaml:395
       * rules/decoration.yaml:403
       * rules/decoration.yaml:411
       * rules/decoration.yaml:419
       * rules/decoration.yaml:427
       * rules/decoration.yaml:435
       * rules/decoration.yaml:459
       * rules/decoration.yaml:472
       * rules/fakes.yaml:17
       * rules/fakes.yaml:54
       * rules/fakes.yaml:89
       * rules/fakes.yaml:117
       * rules/fakes.yaml:138
      

RenameWormSpawner: WormSpawner renamed and generalized to ActorSpawner
   Updating mod... COMPLETE
   Updating system maps... COMPLETE

RemoveWithReloadingSpriteTurret: Remove WithReloadingSpriteTurret trait
   Updating mod... COMPLETE
   Updating system maps... COMPLETE

Semi-automated update complete.
Please review the messages above for any manual actions that must be applied.



I don't know if this feature is finished yet, but you should take into account that modding OpenRA should become easier as this system advances.