Community News Tracker
Select a topic:  

PPM News Tracker
Select a topic:  

Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.
DTA version 1.16 has been released!
December 01, 2017 - 19:50
As promised, DTA 1.16 was released today.

You can read our last couple news posts at Mod DB to see what's new:
Nov 26 2017 - DTA 1.16 Game Engine and Client Improvements
Nov 18 2017 - DTA 1.16 Gameplay Changes
Nov 11 2017 - DTA 1.16 Release Date
or just have a read through the Change Log.

To get version 1.16 you can either just let the client's update itself or download the full package from Mod DB as usual, or you can try out DTA's new installer that'll automatically download an install the latest version of DTA for you.

And since it's that time of the year again, please remember to give us (and any other mod you like) a vote for MOTY.

[TI] Interview by
November 27, 2017 - 10:46
Hello everyone!

AnNo1935, webmaster of the German Command & Conquer fansite, recently gave Twisted Insurrection some limelight with an interview.
Be sure to check out the full interview for interesting bits on our history, C&C, the community, and the release of version 0.7 Wink

Here's a snippet of the interview:
Please tell us something about your mod, how did it all start?

Crimsonum: Twisted Insurrection was founded by Aro all the way back in 2004/2005 as a set of custom missions for Red Alert 1. In 2007 he moved the project to the Red Alert 2: Yuri's Revenge engine. It didn't even take a full year before he again decided to switch engines, so in late 2007 the project moved to Tiberian Sun: Firestorm, where it has remained ever since. By that point the first team had formed, they developed many elements that are still integral to the game (such as GloboTech, the Thorn creature and the Interior theatre). While our team composition has changed a lot during the years, there are still a handful who've been aboard the project since day one.

It's amazing to think back and see how Twisted Insurrection has evolved from a tiny campaign to a small mod, and finally to a huge standalone game with unique assets, factions and story.

What makes this mod special?

Erastus: I think what makes this mod special is its premise, an alternate take on C&C history where Nod won the first game, not GDI, and all the implications that come with it. We also show progression from the Tiberian Dawn era into the Twisted Insurrection era as technology transitions over the course of the first act.

Click here for the full interview on ModDB.

You can also check out the German translation on forums.

Hello everyone! Today we are releasing new versions of two tools at once, again. Both OS: HVA Builder and OS: Voxel Viewer were updated (just in time for my birthday... err on the US Pacific Time Zone... which does not reflects my location at all). Anyway, today's features are very interesting, since both programs can be used to simulate the results of TurretOffset and PrimaryFireFLH tags (and more). Actually, much more. OS: HVA Builder was the big star of the day again and OS: Voxel Viewer has been updated as a bonus.

The current version of Open Source HVA Builder allows you to do everything that Stucuk's 2.2 work in progress version allows, except for screenshoting the whole directory, which is something that, by design, I won't add to the HVA Builder (maybe I'll add it to the OS: Voxel Viewer). Show Grid, Show Section Center, changing Palette (ok, in Preferences), Fire FLH simulation... it's all in 2.18. The other design changes were the way sections are highlighted and that default remaps are still red (I won't change it to white, in respect to other OS tools).

Here's the Open Source: HVA Builder 2.18's change log:

revisions by Banshee

- Updated: Voxel Engine updated to 1.50.
- Updated: Highlight section behavior has been overhauled. First of all, it is no longer red. Instead, it makes all other sections transparent and it also shows bounds size as a distinguishable transparent box. This option is no longer enabled by default.
- Added: Draw Grid. You can now add a transparent grid to the scene that gives you a reference of size. It works like a ground and you can even customize it by replacing GridTile.png inside Textures/Ground/ with another png file. If you want your image to repeat indefinitely, you must add Tile at the end of its name (like in GridTile.png).
- Added: Draw Section Center. You can now add another 3 axis to the scene at the center of the selection section.
- Added: Tools -> Simulators -> Turret Offset. You can now simulate the result of the TurretOffset tag used in art.ini/artfs.ini/artmd.ini in your model by playing with this option.
- Added: Tools -> Simulators -> Fire FLH Simulation and Draw FLH Bullet. You can now simulate the result of the PrimaryFireFLH, SecondaryFireFLH and other related tags used in art.ini/artfs.ini/artmd.ini in your model by playing with this option. Note that, at this moment, this tool may not work correctly with multi-sectioned bodies, like Mammoth Mark II.
- Bug Fix: Back face culling now works only in the voxel models. We’ve also fixed some lighting issues with Draw Center Lines/Draw Section Center.
- Bug Fix: Voxel Rendering engine has received several bug fixes.

Open Source: Voxel Viewer 1.84 has received a Fire FLH coordinates simulation as well and all rendering fixes from OS: HVA Builder 2.18. I think that the screenshot above says all. Here's the change log:

revisions by Banshee:

- Updated: Voxel Engine updated to 1.50.
- Added: Fire FLH Coordinates and Draw Fire FLH Bullet. You can now simulate the result of the PrimaryFireFLH, SecondaryFireFLH and other related tags used in art.ini/artfs.ini/artmd.ini in your model by playing with this option. Note that, at this moment, this tool may not work correctly with multi-sectioned bodies, like Mammoth Mark II.
- Fixed: Turret Offset is now reliable and it has been shorten to a single axis.
- Fixed: Back face culling now works only in the voxel models. We’ve also fixed some lighting issues with Draw Center Lines/Draw Section Center.
- Fixed: Voxel Rendering engine has received several bug fixes.

You can download OS: HVA Builder 2.18 and OS Voxel Viewer 1.84 here or at the left menu of this site. If you run a website, feel free to also mirror these tools there. Enjoy it!

Howdy! We have more news today and this is a good one! Two new updated programs at once. The big deal is with the newest version of Open Source HVA Builder 2.14, although Open Source Voxel Viewer 1.83 also goes as a bonus.

Ok, I know some of you might be aware that we are not talking about a state of the art version of the HVA Builder, since stucuk was working on a 2.2 work in progress version. Unfortunately, he did not distribute the source code of his version yet, so I couldn't use it. From the features of his version, 2.14 only fixes the View Transform. But it comes with its own modest set of features as well. Here's the change log:

revisions by Banshee:

- Updated: Voxel Engine updated to 1.40.
- Added: You can now cap the rendering speed of the program up to 60 fps. It prevents it from unnecessarily burn your gpu and battery. FPS cap is enabled by default, but you can disable it in the Preferences -> Rendering Options.
- Added: You can change the palette in the Preferences -> Palette Options, using palettes from the TS and RA2 directories. The game is also determined by you, by choosing it near the Preferences in the menu.
- Bug Fix: View Transform now works correctly.
- Bug Fix: If you've downloaded the 2.13, the rendered voxel always update when you change something on the interface or on the voxel itself.
- Bug Fix: Additional memory leaks were fixed with screenshots, voxel sections and voxel views.
- Bug Fix: 360 degree animation no longer has blank frames.
- Bug Fix: A minor issue with 360 degree animation rotation has been fixed. The rotation starts after the first frame.
- Note: Despite versions 2.13 and 2.14 were coded from 2.1 the code (instead of 2.12), all features from 2.11 and 2.12 are valid for 2.14. This version does not have the features from 2.2 WIP 1 from stucuk, since its source code has never gone public.

This version also marks the first OS: HVA Builder that is in our SVN, together with OS: Voxel Viewer and Voxel Section Editor III at the same repository.

Since OS: HVA Builder shares the same Voxel Engine with OS: Voxel Viewer, we also have a quick update on the OS: Voxel Viewer itself. But, truth to be told, I don't think anyone will see any difference in this version. Except for the updated help file.

Anyway, here's OS: Voxel Viewer 1.83's change log as well:

revisions by Banshee:

- Fixed: Rotation does not move in the first frame of a 360 degree animation.
- Improved: Updated with Voxel Engine 1.40. It eliminates a couple of memory leaks.

And now, you no longer need to apply quick patches for the OS: HVA Builder. You can grab 2.14 in a single package. OS Voxel Viewer 1.83 can be downloaded here. If you run a website, feel free to also mirror these tools there. Enjoy it!

Ladies and gentlemen, resuming our previous news post, we are glad to announce the recently opened OpenRA Tutorials Database.

It starts fresh with 41 tutorials that may aid you to modify OpenRA, allowing you to make an interesting mod or even a game from it. Surprisingly enough, at least 12 of these tutorials were written before OpenRA has gone public. Is it a time paradox? He who commands the future, conquers the past? Actually, no. That happens because some of these tutorials were written from Red Alert 2, Tiberian Sun, some public graphics tool or they are just graphics based tutorials with tips and knowledge that may help you with certain aspects of OpenRA modding. However, OpenRA offers some challenges that our other covered games doesn't. It is a work in progress project and it may receive changes that may render some of these tutorials obsolete. If you find out that  any of these tutorials are obsolete, please, warn us and, depending on how much obsolete it is, we may remove it from the OpenRA Tutorials Database.

Also, we'd like to invite everyone to post new tutorials here. It may receive feedback from our members and help many of them to improve their skills. And enjoy it!

Hello everyone! We've been working on the Key Words feature for our forums since january 2016 to improve the organization of the content generated here. Progress has been slow on that one because my main focus is still my doctorate (and yea, that nightmare is not over yet).

One of the main milestones was the launch of search by key words in the last year. At that time, we have also coded a feature that would display forum posts with posts with certain the key words in a specific forum. But at that time, it was bugged and this is why that experience was restricted only to OS SHP Builder Documentation and Tutorials, where practically nobody posted anything anyway. During this year, we had a couple of attempts to fix it. But now we are glad to announce that this feature works. And yea, it makes our tutorials forums much more friendly.

To have a better idea of what I am talking about, take a look at the Media Hut Tutorials Forum. You'll see there topics that were posted at Media Hut Tutorials and topics from other forums with the Key Words #Tutorials #Media. We have also applied this feature to our:

- Tiberian Sun Tutorials Factory,
- Red Alert 2 Tutorials Vault,
- Generals Tutorials Warehouse,
- Command & Conquer 3 Blue Zone Tutorials,
- Red Alert 3 Red Army Tutorials,
- OS SHP Builder Documentation and Tutorials,
- Voxel Section Editor III Tutorials.

And we can now use it to start tutorial forums for other games, without being intimidating empty forums. For instance, a tutorial forum for OpenRA could start with 39 tutorials in its first day according to this old news post. Expect one soon.

Consider it our late birthday gift for this site, because the cake is never enough Wink.

OpenRA release 20171014 is here!
October 14, 2017 - 14:59
After three months of public playtesting the OpenRA developers are pleased to finally declare “Mission Accomplished” on the new OpenRA release! Release 20171014 makes some fundamental changes to the way that the OpenRA game engine works, plus a few similarly important gameplay changes to the default mods.

The first big change will be visible as soon as you go to launch your favourite mod. The in game mod chooser has been removed, and mods are now launched directly from your operating system. This is part of a much larger set of changes to the game engine to support multiple OpenRA installations and the new Mod SDK.

The mod chooser screen has been replaced by separate launchers for each mod.

The next big change is the new command bar at the bottom of the screen. This new UI improves discoverability for several advanced unit commands and served as a focus for several gameplay changes related to unit stances and the Attack Move command – read through the in game button tooltips to find out more!

A new bottom command bar is now available for issuing common orders and changing unit stances.

The final group of big changes is less obvious, but just as important: the way that buildings are targeted and take damage has been reworked (taking inspiration from the original Dune 2000) to account for the size of the building footprint. This has a range of balance implications, for example Tanya and Commandos no longer need to run to the center of buildings to demolish them.

Other great new features in this release include:

   - Automatic discovery of LAN games in the Multiplayer browser.
   - Nine more campaign missions for D2K, which is now half way complete!
   - New search and filtering options in the Map editor.
   - Installing missing maps from the Replay browser.
   - Improvements to the Global Chat UI.
   - Significant performance and memory improvements relating to music playback.
   - Community-driven balance improvements to Red Alert and Tiberian Dawn.

See the full changelog for more details, or go directly to their download page to try them out for yourself.

New building physics improves the way that structures are targeted and take damage.

Supporting the C&C modding community has always been an important goal for OpenRA, and this release takes a big, but disruptive, step forward in this area. Back in April it was announced the planned mod chooser removal, and in July they have released the first version of the OpenRA Mod SDK that replaces it. From now on, all mods should be built using the SDK, which makes it easy for you to build your own stand-alone installers that do not rely on a base OpenRA installation. See the SDK getting started wiki page for more details!

Other improvements for modders include further adoption of trait conditions, improved error checks and logging, and a collection of new and improved game logic for energy walls, tunnels, and subterranean units.

It has been a long road to this release, and we hope you enjoy it!

OpenRA Playtest 20170930
October 01, 2017 - 20:21
Thanks to everybody who reported issues with the OpenRA Playtest-20170923 last week, today we are releasing another playtest with several more fixes. Playtest 20170930 includes:
  • Fixed in-game map installation on Linux and Windows
  • Fixed a crash when using Attack Move
  • Fixed incorrect global chat timestamps when returning to the lobby after a match
  • Added RA minelayer deployment to the command-bar
  • Improved attack-move cursor behaviour outside the map

See the full changelog if you are interested in finding more details on these fixes, or head on over to our download page to try it out!

We believe that we have finally addressed all the major issues with the playtests, so our planned October release should be identical to this playtest. If you know of any remaining bugs that should be fixed before then, report them immediately via our forum, our GitHub issue tracker, or in the comments below.