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Doom Desire Summary of 2018 Update
January 09, 2019 - 00:57
This New Year update for Doom Desire is a bit late, but 2018 was still quite productive, bringing Essence nearly to completion. As of now, all of their infantry are done, with only few units and maybe 2 buildings left. Most likely, I'll be now moving to Paladin infantry and Vintarid buildings.
But first, a summary of what was done in 2018.

Aphrodite Patrol Craft An AI-controlled, low-altitude agile aircraft, meant to serve same roles in an army as a typical attack helicopter.

Magnetic Turbine An easily accessible source of energy for any Essence military base. They can be overloaded if the situation requires, releasing an electromagnetic pulse that disables electronic devices in vicinity.

Kerberos Powersuit With dimensional portals available to transport troops and vehicles, it's logical they would also be used to transport ammo and payload to the battlefield. This powersuit puts that into practice.
Revenant The dimensional portal technology doesn't come without drawbacks. When one of the side effects is being fused with your powersuit and going insane, dying in a violent eruption might be more preferable.
Prowler The suit uses a miniaturized nuclear reactor to allow movement, including high-speed flight. The power can be diverted into a metallic wire that turns into plasma as it's flung at an enemy target.

Elysium Access Point One of the main reasons to gather so much Crystalline, these structures sustain portals to a place called Elysium, where EssentialTech is building something unprecedented.
Gateway Various kinds of Gateways exist, some used to access Elysium itself, others to transport ordinance between different bases.

Barracks These quick to field and highly customizable containers are widely used in military operations involving EssentialTech, either as barracks, equipment storage, field hospitals, or for civilain housing.
Assembly Plant An EssentialTech drone manufacture line, modified to assemble heavy vehicles such as tanks.
Portal Catapult Portal technology allows Essence to accelerate or decelerate an aircraft as it passes through another dimension. This eliminates the need for large runways.

Auroral Resonator The pinnacle of EM wave weaponization, it can manipulate current weather conditions into their extremes. Or, ironically, prevent other means of affecting it.
Amplifier Node The radio waves it generates cause a fatal resonance in the alien flyers, destroying them when conventional weaponry remained ineffective.

Crystalline Containment Cell This building was designed as storage for various chemicals and toxic materials. With additional modifications, it can keep the stored Crystalline isolated from the surroundings until it is properly utilized, making nearby personnel safe.
Armory A small assembly plant inside each Armory allows Essence outposts to construct defenses and stall the attackers until reinforcements arrive.

That's it for now. Have a Happy New Year!

OpenRA Playtest 20190106
January 06, 2019 - 16:09
Better late than never, OpenRA is celebrating the new year with our planned “2018 holiday-season” playtest. Playtest 20190106 brings some big changes to gameplay mechanics, more single-player content, and even more bug fixes and performance improvements.

The biggest change comes to the unit targeting logic, which has been reworked to better understand the Fog of War. This has fixed a collection of long-standing bugs (especially with artillery-style units), however, due to the subtle nature of these changes, more testing is required to predict the impact on overall gameplay and game balance. We hope that the community can rally behind testing and report any issues so that they can be addressed before the final release.

The specialised infantry in Red Alert have had a shake-down and a fix-up:

- Engineers are now consumed when capturing buildings, after a short external wait
- The Hijacker is now the Thief, who can steal cash from refineries in addition to capturing vehicles
- Allied Mechanics now repair destroyed team-mate vehicles instead of capturing them
- New Attack Dog behaviour resolves many issues and behaves more like the original game

Improvements to the Attack Dog and Thief should make them more viable on the battlefield.

Thanks to the hard work of several new contributors, seven new single-player missions have been ported from the original Red Alert, and another two from Tiberian Dawn. Behind the scenes, the underlying AI framework has been rewritten to support the development of some long-planned improvements in future releases.

Some other notable gameplay changes include:

- Units in the Return Fire stance will no longer chase their attackers
- Infantry in Pillboxes in Red Alert no longer gain experience
- A new Ctrl modifier queues items at the front of the production queue
- The spectator UI now includes information on player army values

Nine more single-player missions have been adapted from the original games.

This release brings several improvements to the development tools. The map editor has been upgraded with a new actor property editor and improved copy/paste tool, and the tile selection sidebar now supports multi-category selections. The mod rule linter has been made more robust, and can now report errors in audio notifications. The Mod SDK has also been updated to work with the new playtest and planned future changes to the OpenRA Resource Center.

The map editor now supports editing actor properties such as owner, health, facing, and stance.

OpenRA is developed by volunteers who freely donate their spare time to build games that everybody can enjoy. Playtest 20190106 contains changes from 34 contributors over the last 5 months, and fixes bugs reported by many others. This post covers only some of the changes, so see the full changelog to learn more.

The playtest releases are our way of crowdsourcing bug reports and feedback so that the next release can be the best it possibly can. This only works if you get involved, play games, and report your feedback. If you do have something to say, please let us know in the comments below, on OpenRA's forums, Discord, or GitHub.

Playtest releases do not overwrite the OpenRA release version, and you can automatically switch between the two versions when joining a multiplayer server. Head over to OpenRA's download page and give it a try!

Carnius has recently released the alpha version of Tiberium Essence 2.0. Tiberium Essence's proposal is to bring back the loved units from Tiberian Sun to the game, as well as improvements on the graphics, sounds, etc. This new version of the mod is the first that includes the Forgotten as a playable faction. It is still a version that demands a lot of testing, which is why it is considered alpha.  So, here are some important notes from the author:

Unfortunately Alpha version means that it contains bugs, incomplete assets and possible performance issues.

Forgotten faction AI also do not work in skirmish games (you should be able to play as Forgotten in PvP in multiplayer).

I will try to fix it in future but for now it is what it is.

Regardless of that, it is really a fun and a very popular Tiberium Wars Mod. Give it a try. Download it here and please, provide your feedback to help improving it.

Hello everyone! In the last year of 2018 we had some very interesting mod releases which we've missed. Actually, we did mention them in the Happy New Year From PPM post. Dawn of the Tiberium Age latest patches were not publicly advertised and Contra was released few minutes before the end of the last year. So, let's go covering them in chronological order:

Medieval Warfare 20180726:

We are nearly five to six months later here. Anyway this patch to Medieval Warfare includes two new addons: the Silk Roads and Infested version.

The Silk Roads:

Introduction of our first new faction from the main two, that being 'King Gabriel Dardanis the first and Baron Hodsworth of Noddingen' is the Sultan, his full name is 'Sultan Cem Rashid il-Nuredin' hailing somewhere within the Middle East (from the real-world globe). this will be an interesting addition to the roster as gives you new stuff to play.

Infested Version:

He said he'd never do it, yet with peer pressure comes crushing defeat. enter the Infested Version: your undead gamemode within your conquest, using "creep" skeletons to fight you with at random times. this converts the style of usual conquest to 'who can outlast the other player' as you'll constantly be harassed by the undead as you attempt to go fight each other. current maps in the pool that have this are: Antrax, When Two People Quarrel, Tiberium Explosion (though likely will get renamed since where's the tib in MW?) and Blasted Core with more maps likely on the way.

this was designed to be used for Campaign maps that the community can create to add some funky spanners to the works that players have done. there will be a post detailing the different things the undead has in it's arsenal to right make a mockery out of your forces. if you wish to create maps with graveyards in the area, the factions post of the undead should detail what you: the map creator, will need to know about getting the undead in the mod.

For more information on this patch, check this news post on ModDB. And the download is also available at its ModDB Profile. You can discuss the mod at their forums on PPM.

Shattered Paradise 20181210

This patch for Shattered Paradise is mostly a balance patch. The changes are listed in this file.

Dawn of the Tiberium Age 1.176

Released right before Christmas (for Catholics), the specific 1.176 was a bug fix that allows the mod to run, again, in a Windows XP system. But there were many other changes during the whole year, based on inumerous patches that are constantly being released. And these includes bug fixes, balance changes, new sounds, musics and some other stuff. The full change log is located here.

Contra 009

There was a trailer (see below) announcing its upcoming release... and now it is reality. Contra 009 fixes over 200 bugs from previous versions. The Angels general was remodeled. All maps have proper map previews. And the change that really calls more attention is ContraVPN. Blame the russians for that one. For more information on this patch and how to download it, check their forums on Revora.

And that's it for now. Have a happy 2019 with very cool 2018 mods!

Happy 2019, from Project Perfect Mod!
January 01, 2019 - 08:05
Hello everyone! Happy 2019 for everyone! All hail! Today is the day of the year that we always post a reminder on the good things that happened last year and our plans for the current year. Although our tiberium vision is the future of our species, the grand goal of our world... we hold no real expectations about getting it accomplished anytime soon, although some of the things in this vision may eventually happen for real once in a blue moon.

In this first day of 2019, we already have a present for you! The site... has changed! Ok, if you take a first glance on it, you'll certainly think we are joking about it. The layout is really the same. The thing is... look at at your mobile phone. And guess what? It is responsive! The menu button and the avatar for those who are logged out are things that might be improved within time, but they will only show up if your screen resolution is really small. In this case, clicking on the menu button (three horizontal straight lines) will show the  menu options and hide the rest. If you click on your avatar instead, it shows only the right menu. To show the content again, click at the PPM banner in the middle of them. Other than that, many of the web elements in the site now display as flex. I don't know how Internet Explorer 9 deals with it, but all Webkit (Chrome, Safari, Opera, Vivaldi, new Edge), Gecko (Firefox, Firefox Focus) and even Edge (the old one before the change to Webkit) has dealt fine with it. Anyway, I hope you enjoy it.

Now, let's move to the part of the good things that happened in PPM on 2018:

- PPM website is now responsive and the Mobile site will fade away, directing its visitors back to PPM website where they shouldn't have left at all. This is part of the "Re-design and modernize the main website, merging the main site with the mobile one" objective from the last year.

- PPM News Reporter has been constantly fetching news from mods with profiles on ModDB, being a great partner to yours trully to boost news posting in this place. In the recent years, I used to catch the happy new year post from the previous year in the page 2. This time, it is in the page 3 from PPM News Network forum.... and that because the news posting has only boosted since august. Next year I'll expect it at least on page 4. Anyway, this was our progress with "Improve news coverage from other games and communities" objective of the last year.

- PPM Terms of use were adapted to the European Union General Data Protection Regulation.

- PPM forum moderators may merge topics and set their visibility on or off. For the common user, the profile options were extended.For bots, banned bots or zero posters will not display some of the profile data for the public.

- PPM has a new Advertise with Us terms and plans.

- The following mods were released at PPM: Dawn Of Tiberium Age 1.176, Tiberian Sun Client 5.42, Shattered Paradise 20181210, C&C Red Alert History Release 6, CnC: Final War 1.0b, The Second Tiberium War 2.0 and Medieval Warfare 20180726.

- Following our efforts to "attract more high quality mods" to PPM,  Command & Conquer: Red Alert History has joined our forums.

- Twisted Insurrection, Tiberium Essence and Mental Omega have received a honorable mention on ModDB Mod of the Year 2018 Player's Choice

- Stucuk has shared the source code of his OS: HVA Builder 2.2 WIP.

- Linq2js has released his New INI Editor that helps users to code mods with multiples INI files in a more manageable way. Tuc0 has posted hacks for both Tiberian Sun and Final Alert 2 to be applied with C&C Executable Modifier. Westwood Font Editor has received a minor patch to address symbols up to 64k. Nyerguds has also created Engie File Converter, which converts SHPs from many Westwood games. including Command & Conquer 64 for Nintendo 64. Lin Kuei Ominae has patched Image Shaper with several updates through the whole year. E1Elite has done several updates to AI Editor. The build of the latest git version of CnC Maps Renderer was made available by E1Elite at this post. Most of G-E's tools, such as MapClean, AICheck, AIClean and SoundCheck have received several updates during the year.

- Ares can now save files. Tiberian Sun Client 5.42 has added a new DirectDraw mode and several bug fixes. OpenRA Engine has advanced a lot with game UI presets, connection of user accounts with OpenRA forum accounts (which resulted in the destruction of SleipnirStuff), several improvements to AI behavior, several improvements for the Mod SDK, which allowed the release of a non-Command & Conquer related game: Krush Kill 'n' Destroy.

With all that said, let's move to our tiberium vision for 2019. It is always based in the same plans from the 5 or more recent years, since these plans are actually very long term plans. So, expect, once again, a copy and paste job with minor changes:

-> Modernize the main website and progress with Project Perfect Game: We plan to bring more modern web based technology to the current site design. Furthermore, we also want to make future expansions to different topics (game development coverage) easier in a long term plan, as well as approach the content of our hosted TiberiumWeb to our own. Unlike the plans in the previous years, we decided to let the Revora Network Bar stay for good.

-> Modernize the forums: We want to have a similar approach to the responsive site from the main site with the forums, so it will be better to browse it with mobile devices. Also, we want to allow posting, editing and other common tasks to be faster and as confortable as a chat in discord.

-> Expand the site to become more popular with games beyond Tiberian Sun, Red Alert 2 and OpenRA scope: We are slowly adding content for other games here, but we are not getting many modders interested to discuss them in our community yet. We are already trying to change this situation by adding more content and trying to approach communities from other games. Now we can also re-use our existing content to quickly expand new subjects that can be covered here.

-> Progress with VXLSE III's 3D model export feature: This is our ultimate goal to become a significant community that modifies or develops 3D games. We have many voxel assets that would be very useful in newer games if we are able to convert them. Don't expect this to be finished in 2018, since I have a doctorate to finish first and the my thesis will be used on this solution (being a small, but significant part of it).

-> Attract more high quality mods: We need fresh blood and attractive content in this place. PPM is still an attractive place to have forums to advertise your projects and it still holds a community with skilled modders and artists to improve the quality of your project in the long term.

-> Improve news coverage from other games and communities: Nowadays, we have got a more aggresive approach to cover news related to Command & Conquer games and OpenRA, but this is not enough. We want this place to become a modding reference for every game. We plan an even more aggressive approach to obtain news generated in this community and also from other sources. We plan to use bots to help us to collect these news from GitHub, Discord, You Tube, Facebook and Twitter and provide a quicker way to transform this information into news posts. Obviously, these news posts will still be written and revised by humans. We want to use it to increase the activity of this site and the attractiveness for game designers and user content creators that are not restricted to the universe that we cover nowadays. We expect to do that by using the RSS importing feature of this forum, the keywords feature and writing softwares to interpret the collected data and convert them into readable posts.

-> Improve the organization of our content: The News Tracker and the Key Words features are a nice way to organize the content that we may explore. Now we need to use these resources to expand the potential of this place as a good reference for game design and user content creation, as well as a good place to learn news about it. We will also improve the way we organize our key words.

And, for now, that's all, folks. I hope all of you have a great 2019. And hopefully, we'll have great things coming to this community in this year. Now, with, hopefully, EA's help. At least they seem to be doing an interesting initiative to remaster the good old Command & Conquer games. Let's see how that affects our community from now on.

Madin has detailed the overall changes and balance changes of the upcoming Release 7 from Command & Conquer: Red Alert History.

The long list of general (non-balance) changes are detailed in this post at its ModDB profile. Certainly, the most notorious change is the presence of Ore instead of Tiberium, which we've been showing in the recent news. But the list is really long, covering all factions with artillery strike for the allies, the RA2 wart factory for the soviets, instead of the RA3 one.

The list of balance changes is smaller, but shouldn't be underestimated either. You can read it at this article on ModDB.

Madin has not mentioned when Release 7 will be online, but it should be very soon.

NProject recent updates.
December 31, 2018 - 06:34

The crew over NProject has been posting a couple of interesting updates about their mod in this month. Both civilians and chinese has got some reinforcements.

For those who are not familiar with this mod, it strives to improve Generals: Zero Hour gameplay by balancing the game, fixing bugs, adding a couple of new units for all factions and it enables the Boss General, tweaking it to  make sure it is overpowered.

Here's a sneak peak on the civilians:

The nature was also contemplated with some trees:

The whole explanation for what was showed so far lies in this news article on ModDB.

The Chinese faction was honored with the updated Carpet Bomber model and a Spy Outpost. For more details, check this other news post at ModDB.

If you enjoy it and wanna learn more about NProject, visit its ModDB profile for more information.

Some days ago, the first public alpha version of KKnD mod for OpenRA. It is a remake of the first two Krush Kill 'n' Destroy games using OpenRA engine.

For OpenRA, it is a milestone, as they are trying to transform OpenRA into a general purpose RTS engine rather than something connected exclusively to Command & Conquer gameplay.

Here's the author's word on this game:

First we want to explain what the 0.1.0 milestone is, and what it is not. Those of you hanging around in our Discord server surely know about the lot of closed alpha tests we had in the last months, just to make sure our first milestone is properly playable. This milestone is focused around KKnD 1 and multiplayer gameplay. This means neither we have implemented any singleplayer experience, nor the KKnD 2 experience yet. Also a lot of features are still missing or incomplete so expect a bug to appear every now and then. So keep in mind that this release is still in early alpha stage and the current release focus lies on online and LAN gameplay. For the singleplayer experience you need to fall back to the original games for now. If you encounter any problem with the game, please contact us, otherwise we will be unable to solve it! We have setup a few dedicated servers located in Germany to play on if you are unable to open up the game ports in your router. And of course we will be very thankful of course to see more third party servers up in the near future.

The source code of the mod, as well as its releases, are available on its GitHub. Have fun!