There is a lot of work on the upcoming 5.0. And in order to show what's coming to it, there was a release of 5.0 alpha (build 8361) during the week with a complete explanation of the upcoming features for it.

For those unfamiliar with it, is a free and open-source image and photo editing software for Windows with a quite rich set of features.

The list of features were presented with the following words:

NOTE: This alpha build is not available via the in-app updater. You can use the download links below to get either the installer or the portable version of the app. I plan on enabling the in-app updater within the next few weeks once it's clear that it's ready for a larger audience.

Welcome to Paint.NET 5.0! This is the first public alpha build of this large update which has many major performance improvements, new features including pressure sensitivity for pens and drawing tablets, and a brand new effect plugin system with GPU rendering support.  Almost all of the built-in adjustments and effects now render using the GPU, greatly improving their performance and quality.

Development on this new version began after the release of v4.3 and has been proceeding at a breakneck pace for the last year. And now it's time to share it with all of you

What's New

Pressure Sensitivity

Back by popular demand*, pressure sensitivity is now supported, enabling you to draw beautiful, natural-looking brush strokes (see above). Support for the Windows "pointer" input system (aka "Windows Ink") is required. Most devices support this, including the Surface Pen and various drawing tablets from Wacom, UGEE, and more.

Path smoothing, sometimes called stabilization, is now implemented (enabled by default in the toolbar):

There is a new spacing property in the toolbar. The default is 15% which does a great job, but sometimes you need finer control. This also enables new styles of drawing, such as the following which was drawn with a spacing value of 200%:

The newly rewritten brush engine is supported by all of the brush tools: Paintbrush, Eraser, Clone Stamp, and Recolor. Support for more brush shapes and types, including custom brushes, will be making an appearance in a future update.


Paint.NET, since v4.0, has already been using hardware accelerated rendering for drawing the canvas to the screen. In v4.1, GPU acceleration was added to a few effects (blurs, mostly). In v5.0, support for the GPU has been greatly expanded. More of the UI is now using using the GPU, including the Layers and History windows, the ruler, the image list at the top of the main windows, and the UI for the Curves and Levels adjustments. This improves performance, and also helps battery life on laptops.

In addition, (almost**) all adjustments and effects now use the GPU, resulting in much higher performance by leveraging Direct2D's imaging and effects system with pixel shaders implemented using Sergio Pedri's @sergiopedri fantastic ComputeSharp.D2D1 library. These effects are now running with full 32-bit floating point precision (128-bits per pixel), which greatly improves the quality of rendering and the accuracy of colors as they move through the processing pipeline.

Effect plugins can now use the GPU for rendering as well, including full access to Windows graphics libraries (Direct2D, DirectWrite, and Windows Imaging Component (WIC)). More on that later. (File Type plugins can also use these libraries, but GPU rendering is not supported there.)

The Move Selected Pixels has been upgraded to use the GPU when the Bicubic sampling option is selected. The performance of this was so good that it is now the default mode (unless you are using software rendering or an Intel HD/UHD GPU, in which case Bilinear is still the default). A new Anisotropic sampling mode has been added, which also uses the GPU. Whether you use Bicubic or Anisotropic is up to personal taste; the former produces a sharper result, while the latter produces a smoother/softer result.

(Click for full-size image)

Configuration of GPU support is split into two sections: hardware acceleration for UI/canvas, which can be enabled or disabled, and selection of the GPU that is used for rendering (tools, adjustments, and effects). By default, Paint.NET will use what Windows identifies as the "performance GPU" for rendering, which ensures you get the best performance on laptops that have both an integrated GPU ("iGPU") and a discrete GPU ("dGPU"). Previously, Paint.NET would only ever use the iGPU. The UI/canvas will always use what Windows identifies as the "default" GPU, which is usually the iGPU, and this helps ensure better battery life.

Apply Embedded Color Profile

Paint.NET does not have a Color Management System (CMS) like Photoshop, Krita, or The GIMP. I'm hoping to add that in a future update, but for now Image -> Apply Embedded Color Profile is a pragmatic solution that will help you make your images look correct.

Paint.NET, since v4.2, does a great job at preserving image metadata, including color profiles. However, it does nothing with the color profile. If you've ever opened an image and the colors looked wrong inside the app and different outside of it (e.g. in your web browser), this is probably why. This command will convert the image to the sRGB color space and then remove the color profile metadata, enabling you to make edits while seeing the image in the way that it was meant to be seen.

Before and after example: (image source)

Image -> Resize Improvements

Image -> Resize has been updated with new resampling modes: Adaptive and Lanczos. The Bicubic and Bilinear modes have been updated with improved quality, while the old implementation of Bilinear is now called Bilinear (Low Quality) and is akin to linear filtering in 3D graphics engines (only 4 samples per output pixel). Other than Bilinear (Low Quality), Nearest Neighbor, and Fant, these are all powered by Clinton Ingram's @saucecontrol amazing PhotoSauce.MagicScaler library. It produces extremely high quality results, and is also ultrafast.

Please note that the Super Sampling mode has been removed. The Adaptive mode produces superior quality, and should be used instead.

New Adjustments

There are a handful of new adjustments in this release: Exposure, Highlights & Shadows, and Temperature & Tint. These are staples of photo editing that you have previously needed to install plugins for.

In addition, the Sepia adjustment has been improved with an Intensity slider. A value of 0 produces grayscale, 50 is equivalent to previous versions of Paint.NET, and 100 is much more saturated.

New Effects

There's a new Straighten effect, located in the Effects -> Photo submenu, which makes it easy to rotate and automatically zoom an image so that it fits within the canvas without any transparency creeping in along the edges:

There's now a built-in Drop Shadow effect, available in the Effects -> Object submenu. With the new Direct2D GPU image processing system, this was very easy to implement, and the performance is fantastic:

Bokeh Blur Effect

Lastly, Paint.NET now has a very high-quality Bokeh blur effect! Similar to the older Unfocus blur effect, this simulates the aesthetic quality of the blur produced by out-of-focus parts of an image. Developed in collaboration with Sergio Pedri @sergiopedri and Mike Pound (as seen on the Computerphile YouTube channel, like this one about Complex Bokeh Blurs), this version of Bokeh has a Quality slider that goes up to 10 instead of the usual 6 that you may have seen in other implementations such as ImageSharp's (further details available on GitHub). This produces an extremely high quality result that eliminates almost all fringing artifacts, even on images with a large dynamic range and a lot of contrasting edges. Be sure to crank the quality up when you're also increasing the Gamma property, but be warned: it's a bit of a GPU killer!*** This is available in the Effects -> Blurs menu:

New Effect Plugin System

There's a brand new, fully modernized system for effect plugins to use. The old system still works, and older plugins are still compatible. However, the new system has a lot of benefits and should be the basis for any new effect plugins.

The biggest new feature is hardware accelerated GPU rendering using Direct2D, its effects system, and pixel shaders. The base class for this is GpuEffect, although most plugins will want to use GpuImageEffect (or PropertyBasedGpuImageEffect to leverage IndirectUI) in order to best make use of the graph-based ("node-based") effects and image processing system. There is also GpuDrawingEffect for when you want to issue imperative drawing commands (geometry, text, etc.). If you want to see how to work with all of this, I have written some sample plugins and the source code is available on GitHub.

On the CPU side, BitmapEffect is the replacement for the "classic" Effect class, and has some goodies of its own including expanded pixel format support: you can now read the image and its layers, and produce your output, in the pixel format of your choice including BGRA32, PBGRA32, RGBA64, or even CMYK32. Anything other than BGRA32 will eventually be converted back to BGRA32, but for now this enables you to more easily perform rendering at higher precision. Eventually, layers themselves will support these other pixel formats, and this will ensure that your effect is able to read and render at native precision.

Effect plugins can now access all layers of the current image. This is a big one! In addition, there's also the ability to retrieve a composite bitmap of the whole image (all layers blended together).

Effect plugins can now access the image's metadata, including EXIF, XMP, and IPTC (thanks @null54 for the IPTC support!). This is already being used in an update for @null54's PSFilterPdn plugin.

Effect plugins can now render outside of the active selection by using the DisableSelectionClipping rendering flag. This makes it possible to implement effects like drop shadows that are drawn around the selection, not just inside of it.

Effect plugins can now add tabs to their UI! IndirectUI-based plugins (e.g. PropertyBasedGpuImageEffect) can now add tabs to their UI in arbitrary configurations. @BoltBait has been using this a lot in his updated plugin pack, and has written a tutorial on how to use it in your own plugins.  It's also possible, in your rendering code, to know which tab is active, which is useful when you want to render decorations that you don't include in the final rendering (you'd have a "Finish" tab with any final configuration properties). "Classic" effects (deriving from PropertyBasedEffect) can also use tabs.

There's a new Label control which you can use to add text that isn't tied to a property, or even just for adding some whitespace. There's a new ShowHeaderLine property which you can use to remove the horizontal line from the property's header (most of the built-in effects now use this). Drop-down controls can also set Multiline to false so that the label and the dropdown are drawn on the same line.

Here's a screenshot from @BoltBait's updated plugin pack, which makes great use of tabs and other new IndirectUI features:

Effects with custom UI (not IndirectUI-based) can use Direct2DControl to create custom controls using Direct2D, including support for hardware accelerated rendering on the GPU. There is also a Direct2DPictureBox control that you can use to display a static bitmap and render additional content above or below it.

Improved and Updated Effects

Many of the existing effects have been improved and updated, in addition to all being run on the GPU now:

  • Layers -> Rotate / Zoom, technically a distortion effect, now has a Quality slider, a Sampling property, and redone tiling capability.

    • The Tiling checkbox has been replaced with a Tiling Mode dropdown where you can choose between Transparent, Wrap, or Mirror.
    • Setting the Sampling property to Nearest Neighbor, while also zooming in, produces a pixelated and antialiased appearance.

  • Effects -> Blurs -> Gaussian Blur has an increased range for its radius property which can now be specified in 0.1 pixel increments. It now also has a Gamma property and a Quality slider.

    • The Gamma property can be used to increase the prominence of brighter regions of the image. Values less than 1 produce a strange color bleeding effect that can be fun.
    • The quality level ranges from 1 to 4. The first 3 correspond to the optimization property of Direct2D's Gaussian Blur effect, while the 4th level is a custom implementation that renders at an obscenely high level of quality and is intended for use with a raised Gamma value.
    • Previous versions of Paint.NET (v4.1 - v4.3) always rendered equivalently to a quality value of 3.
    • Warning: the 4th quality level is a GPU killer*** -- even the fastest GPUs will struggle with this one!

  • Effects -> Blurs -> Motion Blur now has an Edge Mode property to control how pixel samples outside of the image are determined.
  • Effects -> Blurs -> Radial Blur has improved rendering quality, and its quality slider can now be set between 1.0 and 8.0 in steps of 0.1.
  • Effects -> Blurs -> Zoom Blur has improved rendering quality and a Focus property to control the balance between the foreground and background. It now also has a quality slider thar can be set between 1.0 and 8.0 in steps of 0.1.
  • Effects -> Distort -> Bulge now has an Edge Behavior property and a Quality slider.
  • Effects -> Distort -> Dents now has an Angle property, and its Quality slider now goes up to 8 instead of 5.
  • Effects -> Distort -> Frosted Glass now has a Diffusion property and a Randomize button. Its Quality slider now also goes up to 8 instead of 5.

    • The Diffusion property controls how pixels are distributed between the Minimum and Maximum Scatter Radius. Lower values will distribute pixels closer to the minimum radius, a value of 1.0 (the default) will evenly distribute pixels, and higher values will distribute pixels closer to the maximum radius.
    • Previously, the randomization would be reset every time you changed one of the property sliders. Now you can modify the effect in a more stable way and only re-randomize when you want to.

  • Effects -> Distort -> Pixelate now lets you specify a Scale Down and a Scale Up mode (pixelation is implemented by first scaling the image down, and then scaling it back up). This allows you to fine-tune the look of the effect for what you want to achieve.
  • Effects -> Distort -> Polar Inversion is just a lot faster now that it's running on the GPU! Its Quality slider now also goes up to 8 instead of 5.
  • Effects -> Distort -> Tile Reflection now has an Edge Behavior property, which can produce some really interesting results ... Its Quality slider now also goes up to 8 instead of 5.
  • Effects -> Noise -> Add Noise now has a Randomize button. It will not re-randomize on every property change like it used to.
  • Effects -> Photo -> Sharpen was completely rewritten to produce much better results. It now has a Threshold slider.
  • Effects -> Render -> Clouds now has a large number of additional blend modes.
  • Effects -> Render -> Julia Fractal and Mandelbrot Fractal are immensely faster now that they're running on the GPU. Depending on your CPU and GPU, the difference can be 30x or even 100x.

    • You can now also choose a Blend Mode for these effects.

  • Effects -> Render -> Turbulence now has a Blend Mode dropdown instead of a Blend checkbox.
  • Effects -> Stylize -> Edge Detect has been completely rewritten. Instead of an Angle property, it now has Strength and Blurring sliders, an Algorithm dropdown (Sobel or Prewitt), and an Overlay Edges checkbox.


There are a lot of smaller changes throughout the app as well:
  • The Line/Curve tool has higher quality antialiasing, and a new Straight mode (in addition to Spline and Bezier).

  • The Shapes tool has higher quality antialiasing as well.
  • The brightness of the transparency checkerboard can now be configured in Settings.

  • Thumbnails in the Layers window have been made larger by 20%, making them easier to see at a glance.
  • IPTC metadata is now preserved. Plugins can also read/write IPTC metadata. Thanks to @null54 for implementing this!
  • You can now click-and-hold on +/- buttons in the toolbar instead of repeatedly clicking on them.
  • The selection is now rendered using the GPU, which helps with both performance and battery life.
  • Effects now run at a higher, smoother framerate. Previously the screen was updated at a fixed 20 frames-per-second, but now these updates are done as soon as possible. On a fast system with a high-refresh rate monitor you will really see the difference.
  • On non-English systems, Paint.NET will attempt to auto-localize the submenu names that effect plugins specify. For example: an Italian user will now see just a "Sfocature" sub-menu instead of both "Sfocature" and "Blurs".
  • 32-bit CMYK images are now correctly imported. They are transformed to 32-bit BGRA sRGB and the color profile is removed. Thanks to Clinton Ingram @saucecontrol for suggesting and consulting on this.
  • There has been significant optimization through the rendering engine to reduce and remove transient allocations. Most rendering code is now able to run completely free of allocations. The whole app feels smoother! (When I've run v4.3.12 and v5.0 side-by-side, the new version was noticeably smoother at updating the canvas.)
  • The app has been updated to run on .NET 7, and all legacy C++/CLI code has been ported to C# with the help of Tanner Gooding's excellent TerraFX.Interop.Windows library.

System Requirements

  • Windows 10 v1809+ or Windows 11
    • NOTE: Windows 8.1 and Windows 7 SP1 are no longer supported.

  • 64-bit CPU and 64-bit version of Windows
    • Both Intel/AMD x64 and ARM64 are natively supported.
    • NOTE: 32-bit x86 is no longer supported.

  • Optional:
    • A pen or drawing tablet that supports Windows Ink

  • Recommended:
    • A CPU that supports SSE4.2, which is almost all CPUs released since 2011.
    • A discrete GPU such as an NVIDIA GeForce, AMD Radeon, or Intel Arc
      • or an AMD Radeon APU (a type of integrated GPU)
      • or an Intel Iris Plus or Iris Xe integrated GPU

    • The GPU must support Direct3D 11. Otherwise the CPU will be used for rendering, which will have poor performance.
    • Use of an Intel CPU with an Intel "HD" or "UHD" iGPU works fine but will probably not show much, if any, performance improvement over previous versions of Paint.NET (which used the CPU for most rendering). The default quality used across the app (e.g. in distortion effects, and the Move Selected Pixels tool) will be automatically lowered to compensate.


Offline installers, portable ZIPs, and deployable MSIs are available over on GitHub. The "web installer" will be available at a later date.

Here are direct download links for convenience:

* Pressure sensitivity was removed in v3.5, back in 2009, due to various technical issues with its implementation and lack of suitable hardware to test on.

** The only effects/adjustments that do not yet run on the GPU are: Auto-Level, Curves, Levels, Oil Painting, Surface Blur, Unfocus, Quantize, Median, Reduce Noise, Red Eye Removal, and Outline

*** Not literally. It will not damage your GPU, it just requires a lot of processing power.

Note that this is a development version. It is not stable. If you still want to download it instead of waiting for the official 5.0, you can download it at This Address. For further information about, visit its Official Website.  And that's all regarding for now. Stay tuned at PPM for more news about!

One vision, one purpose! Holland, the leader of TS Public Factions, has been busy updating the  TAM: Tiberium Advanced Militia, a faction he introduced some time ago.

For those unaware, TS Public Factions is a public Tiberian Sun project that strives to provide additional factions with new features & new theaters for other mods. Some of the factions are converted from available Yuri\'s Revenge mods (such as Reign Of Steel and Rewire) and public assets. Here are the official words about it:

Here's a little update:

- Need to fix the war factory buildup. I actually want to redo the whole thing. The entire box needs a better deconstruction.

- Harvester doesn't show above the roof of the refinery no more.

- Made a 2-height helipad for use with vinifera's new feature DockingOffset. But the feature is not merged yet.

A metallic pad and tech dome are potential replacements for the tech and pad I have now. These two are the only ones I finished completely, released here:

-I made an advanced powerplant Silo. (using vinifera's new feature to play additional animations on animations, but it is not working as intended atm) when the silo starts filling: particles are collected, transforming them into power when the silo is full. It's just a cool visual, can't let it actually give more power the more it fills, but that's okay.

Need to resize that circular building to 3x3. it charges a tesla superweapon. At the moment, it shoots an ion storm and puts a countdown timer on it, but that doesn't work since the timer stays in-game after the building is sold/destroyed. I will have to make a proper superweapon.

-many buildings still need a damaged frame, and others need small repairs.
- still need to model a: construction yard, walls, gates, base defenses, and probably something else.

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

Hi everyone! W3D Hub, the leader of Red Alert: A Path Beyond, has recently released Red Alert: A Path Beyond Red Alert: A Path Beyond is a first-person shooter game that uses Command & Conquer Renegade engine and it recreates the Command & Conquer: Red Alert 1 universe as FPS. Here are the updates from Red Alert: A Path Beyond


  • The public SDK and FDS have been updated.
  • Note for anyone who uses a custom hud.ini file: There have been some changes to hud.ini, including support for HUD scaling at different resolutions, seeing players' names on target boxes, and some aesthetic changes regarding the fonts used on the weapon type and bullet count as well as the airplane airspeed/landing gear/etc. information.

[New Map]

Legends speak of an ancient village deep in the swamps of Transylvania. Once a peaceful community, it is said that they angered the forces of evil late one St George's Eve, cursing the land around them forever. The disturbances began small at first; the wolves howled a little louder, the insects buzzed harsher, and the fog rolled thicker. Then the sightings began. First, it was a light in the distance, then shapes stalking the villagers in the night, and finally, fellow townsfolk drove mad. As the afflicted destroyed their own homes, the remaining villagers took shelter in the Church, as it was the final standing refuge against the horrors lurking in the swamps. When a wandering traveler next visited the village, there was.... nothing. There were no bodies, no fresh graves, not a shred of evidence that humans once lived there, save the ruined houses and the still-standing church.

Now, Allied and Soviet forces find themselves in conflict over this very land. Each one hopes to establish their own listening post hidden away from the front lines. But they may not be alone amongst the trees...

  • Features a Barracks, Radar Dome, and Refinery for each team.
  • Limited units can be purchased via airdrop from the Radar Dome.
  • There is a church in the center of the map, with a few scattered routes surrounded by water.

[New Map]

Could it be? It could! We are bringing back Fissure, but this time it is Limited Edition Holiday Spirit Fissure™. For the uninitiated, Fissure is a classic DM map from the days of old, and it has had several iterations, from the basic tier to the tuna fish tier to the "how the hell do I get out of this tunnel?" tier. The version we are bringing back is most reminiscent of the tuna fish version (which is essentially "Tunnel Fissure" from the APB Beta era). Like our other Christmas map, we don't plan to run it in the rotation year-round, but for the holiday season as well as for any special times that players feel like playing it.

Features a Barracks and an Ore Silo for each team. The Barracks provides two credits per second, and the Ore Silos (up top as in the original) heal slowly up to half health if they are unattacked for a moment.

The thief can steal from one particular spot inside the Soviet Barracks. The objective marker will say where, and it is a small zone.


  • Airplanes landing at Airfields now destroy objects in their landing path rather than sitting on top of them.
  • Docked aircraft now refill their partially full clips along with their inventory.
  • Enabled fast weapon switching and reload dilating.
  • Added incremental sprays to jumping for all infantry weapons, excluding Sniper Rifles.
  • Surface Effect sounds now play if the surface effect detail setting is set to low.
  • Fixed human pain animations not playing.
  • Starshina bots now attack buildings.
  • Certain vehicles no longer get stuck when colliding with the Pillbox.
  • Adjusted the reload sound for Volkov to be a mix of the older and newer sounds.
  • Added the text "(default)" next to the B & M keys on the escape screen menu.
  • Fixed a missing texture that would sometimes fill the screen at game startup.
  • Miscellaneous fixes in the back end.
  • Updated credits.


  • Now scales to fit different resolutions. Players playing at 1080p may not notice much of a change.
  • Player names now show up with their target box, and the distance readout is next to the health bar instead of the armor bar.
  • Defenses that are being attacked now have their icon flash on the radar compass.
  • Weapon info uses a font consistent with bullet count font.
  • Airplane info readouts adjusted.


  • New model and texture.

Heavy Tank

  • The twin barrels fire slightly faster together.

Tesla Tank

  • Alt fire (right click) now fires a burst of three electric bolts.

Mammoth Tank

  • Missile pods no longer tilt (this fixes an issue with bots firing the cannons).
  • Missile pods now lock on after firing the primary cannon without needing to fire a missile first.

MAD Tank

  • Replaced the treads with a more appropriate style.
  • Slightly improved plunger model.


  • Reduced price to $850.
  • Projectile extension has been adjusted.

Missile Sub

  • The missiles fired by its primary weapon now slightly follow the player's cursor.

Tesla Coil

  • Has the potential to fire chain lightning.


  • Fixed an assortment of errors with textures, floating objects, stuck spots, and collisions.
  • Added a dead Refinery in the Allied base.
  • Shifted some props around the map and provided additional trees.
  • Cosmetic changes regarding ore in certain places around the map.

  • Blocked off the ability to climb a rock to get above the Soviet silo.

  • Fixed missing kill messages.

  • Fixed an access point behind the Allied base, which would let you climb a cliff meant to be inaccessible.

  • Fixed a broken string for the fuse boxes.

  • Players can no longer get out of their choppers on the hills behind the Allied base. If their vehicles are destroyed while they are up there, the characters land to their death.

  • Added some decorations to the naval area.

If you are curious about Red Alert: A Path Beyond, visit the Official Website to obtain further information about it. Red Alert: A Path Beyond is available for download Here. And this is all for today! Enjoy Red Alert: A Path Beyond and provide your feedback about it so it can get better.

Greetings, commander! The staff from Chrono Divide has recently updated Chrono Divide to version 0.39.1. Chrono Divide is a web browser recreation of Command & Conquer Red Alert 2 made by fans. it features Allies, and Soviets, allowing you to play skirmish and multiplayer matches as long as you have the mix files from Red Alert 2. Here is the change log with the newest Chrono Divide versions:

Version 0.39.1
26 Nov, 2022
Bug fixes

  • Fixed importing game files located under generally restricted folders (e.g., Program Files (x86))
  • Music files that cannot be imported will now be skipped instead of throwing a fatal error
  • Sidebar cameo should be correctly re-enabled after a unit with BuildLimit is destroyed inside a transport vehicle

Version 0.39
24 Nov, 2022


  • Harvesters should now deal with traffic congestion a bit better
  • Minor performance improvements
  • Spawned Hornets should follow their Aircraft Carrier more closely when returning
  • Starting options like credits and starting units are now sanitized on the server
  • Improved the clarity of some error messages
  • Low graphics settings will only be suggested when a low-end GPU is detected for the first time

Bug fixes

  • Fixed an issue causing aircraft to be stuck flying in circles
  • Drones should be allowed to force-fire ground, enabling them to dodge air-to-ground missiles more easily
  • Aircraft teleported with the Chronosphere should no longer levitate in some cases
  • Fixed importing game files from some portable versions which contain empty music files

Version 0.38
16 Nov, 2022

New maps

  • Near Ore Far (2-6)
  • Near Ore Far (2-8)
  • Heck Freezes Over Corners B (2-4)
  • Heck Freezes Over Corners B Golden (2-4)

Features and improvements

  • Added alternate mouse control scheme (RMB to attack/move)
  • Added option to enable/disable RMB map scrolling
  • Improved replay storage limits

Bug fixes

  • Fixed several game crashes caused by units moving outside the map limits
  • Team dropdown should be correctly initialized when joining a game room
  • Fixed some UI styling issues on the Safari browser
  • Fixed command bar buttons flickering on viewport size changes
  • Building rubble should no longer cause units to have a hidden/behind animation
  • Observers should be able to join game rooms even when all combatant slots are taken
  • Fixed cases of objects disappearing near the screen edge
  • Fixed a rare client desync caused by resources not being properly cleaned up after a load error

You can learn more about Chrono Divide by visiting the Official Website. Chrono Divide is playable at This Address. And this is all for today! Enjoy Chrono Divide and provide your feedback about it so it can get better.

Red Alert Anniversary: A Path Beyond!
November 26, 2022 - 06:56
Hello again, Comrade General! Today's attraction of the Red Alert Anniversary celebration is Red Alert: A Path Beyond. They should stream a game night starting at 18:30 GMT. Head to W3D Hub Discord Channel to watch and participate or W3D Hub Twitch Channel to watch!

It's the Red Alert Anniversary Event, and we are celebrating Red Alert all around!

Join us this Saturday, November 26th, for an APB Game Night to include the wider C&C community! Times in the image!

The End of Days has an interesting new unit posted recently by their staff.

For those unfamiliar with it, The End of Days is a mod for Command & Conquer: Generals Zero Hour. It adds Russia as a new playable faction and improves the original three with new units, structures, and special powers! It strives to bring an authentic real-war feeling, with a few fictional additions for more fun and diverse gameplay & tactics! It also replaces Heroes with elite infantry, and Superweapons are mostly presented as mobile ICBM Launchers like Russia's Topol-M or China's DF-41. It also innovates with purchasable subfactions at your tech center instead of the original choice of "Generals" before battle, which allows you to change your strategy mid-game to counter your opponents! Each of the four factions has three completely different subfactions to choose from.

Here is the official announcement from The End of Days:

New GLA unit!
M60A3 Phoenix Main battle tank
Will replace T-72's role as a heavy Tank for Deathstrikes forces, and T-72 will replace T-55.

Salvage Upgrades: Armor Improvements.

Coming up in 0.98

If you are curious about The End of Days, visit the ModDB Profile to obtain further information about it. And this is all we can offer for today regarding The End of Days!