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Ares 2.0p1 has been released!
April 22, 2019 - 07:35
Hello everyone! Today AlexB has announced the release of Ares 2.0p1, which is the first patch to Ares 2.0, which according to him, fixes issues with Type Conversion feature that was implemented in 2.0, parsing issues with PrismForwarding=forward and EMPThreshold, as well as some saving game issues.

So, did you hear Ares 2.0 in the previous paragraph? Yea, apparently, it was released back in september and we had no idea about it at all. The main feature is the Type Conversions, which allows units to deploy into other unit types or upgrade when promoted. Other features includes enhancements on waves, spy effects and much more. Here's his official announcement on it:

AlexB wrote:
Unbeknown to the public, back in mid-September Ares 2.0 has been released. Ares 2.0 enhances several existing features like waves, more spy effects, more fine-grained customization of several settings.

But the most interesting addition is that Type Conversions are now a thing. Units can deploy into other unit types, changing various characterists, or upgrade when being promoted. Another possibility is to change the type when an amphibious units moves into water or onto land. All the opportunities...

And behold, there's also Ares 2.0p1, which has been released recently to fix a few issues in Ares and the original game.

Happy Modding!


Hello everyone. Few days ago, the EA producer Jim Vessella has posted an update on the progress that they are doing on the Command & Conquer (Tiberian Dawn) Remaster. Here's his words on it:

Jim Vessella wrote:
Fellow Command & Conquer fans,

We are approaching the conclusion of our pre-production phase, having achieved several of our key milestones since our last Reddit post. During March we delivered our first playable campaign mission (GDI Mission 1), which included multiple samples of the remastered art running at 4k. This was accompanied by a more complete Visual Target image, which helps the dev team align around our goals for the artistic fidelity. We are now in the middle of getting Multiplayer up and running for the first time, along with dozens of art assets iterating towards their finalized look. Last week we showed many of these items to the Community Council, and continue to receive fantastic feedback via their contributions.

With that in mind, today we wanted to share a glimpse of the pre-production work with all of you here in the C&C community. And this is the first time anyone outside of EA or the Community Council has seen work from the Remaster. In this spirit, we felt it appropriate to start with one of the first assets you see in Command & Conquer - the classic Construction Yard.

Now, if you’ve been reading our previous posts, our primary goal with the visual approach is to maintain the authenticity of the original in-game asset. It’s worth calling out that if there’s a conflict between the in-game asset, cinematic asset, or UI portrait, we’re always going to side with the in-game asset. That being said, if there are opportunities to pull in details from the cinematic footage to enhance an asset, we’ll do our best to incorporate those details. A good example here would be the blue pattern / texturing on the Con Yard door (Inspired by the classic Con Yard unpacking cinematic).

As always, we are eager to hear your thoughts in the comments, and looking forward to sharing more details about the visual approach down the line.


Jim Vessella


And, as clearly stated in his post, he has included the Construction Yard preview (click on it for a full size preview):

And that's where our zombie new post mode ends. The latest remastered versions of Command & Conquer Tiberian Dawn and Red Alert 1 will use Petroglyph's Glyph engine for graphics and may use the original engine code possibily for some of the physics and AI code. The last remaster of Command & Conquer Tiberian Dawn was made for Nintendo 64 in 1999 and it was already 3D. So, nothing new here.

The construction yard model shown above also follows strictly the design from all preview versions. The differences from the original design lies mostly on the crane (only when compared to FMVs) and the ventilation system (compared to N64), which, in my opinion is too far from the rest of the building, which doesn't make much sense. Despite that stupid detail, there is nothing else that may compromise the model. So, my overall humble opinion about it is very positive, with great texture work. This is why I think that Vessella's words seem to be somewhat accurate here. So, yea, it is worth to point out that they are making the models from scratch. Feel free to compare with the pictures from Nintendo 64 below and two from the FMVs from the windows 95 version:

Construction Yard on Nintendo 64, as taken from a YouTube video.

Construction Yard from FMVs, as taken from a YouTube video.

And that's all for now. I hope we'll see more from it on the next E3 in june.

Ever_Valiant has recently released The Second Tiberium War 2.1 modification for Tiberian Sun. Here are his promotional words and pictures on this release:

Ever_Valiant wrote:
"There is mirage in the distance that all game designers aim for where the game feel becomes just right. No game would I say has ever achieved that perfectly, but I believe that The Second Tiberium War has come closer than ever before. It is an ongoing search to find that diamond in the rough and it may seam impossible, but it isn’t, and it’s the journey there that makes us grow. Skills over time will improve and discoveries are made and with all things learned, one must press on to the end. Do I believe Tiberian Sun has the potential to reach that milestone of greatness, Yes I do. That is my goal with this project, and doubt is one’s greatest enemy. For it is not the limitations of the game that prohibit you, but your own belief on how far you can go."


The Second Tiberium War v2.1 - Re-Genesis Update


What you’ve all requested for the past several years is now here, campaign missions! Version 2.1 features a 12 part campaign that tells the story of the Second Tiberium War when the world dominating GDI is challenged by the return of the Brotherhood of Nod. You will follow along a brand new story with new characters that shows the perspective from both sides as events unfold. You will play both GDI and Nod as you move toward the final conclusion. Missions can be replayed at your convenience as you are not forced to play them in order, though I do recommend it.


Explosion Mechanics
Explosions are fun, and now are even more enjoyable as new debris and effects have been added to all faction vehicles and aircraft. Some have unique debris such as tiberium from the harvester or turrets from a tank go flying off into the distance.


New Unit and Structure Roster
One of the most requested mechanics that was not present in previous versions was subterranean vehicles. Well that's all about to change as GDI has just revealed their new subterranean vehicle the Armadillo.

Armadillo - A light armored subterranean assault vehicle fires bouncing grenades that explode on impact with enemies. Since pavement is not available for construction, the Armadillo is a powerful vehicle for harassing the enemy and is available with the Titan as a Tech II vehicle.

Nod will see the removal of Termite Drones and Mobile ECM platforms but do not worry, their mechanics will still be available. Land mines will now be constructed straight from the construction yard and the Mobile EMC platform is now a Mobile EMP vehicle. There is also the addition of the new Viper Bike.

Viper - the New Viper is a upgraded Recon bike from the first tiberium war that has now been equipped with a ranged EM beam that disables vehicles and structures. When used wisely the Viper has the ability to disable even the most powerful vehicles such as a the Mammoth or Terror flame Tank.


Aircraft Overhaul
I took special attention to aircraft in this update changing how they function and looked. Nod’s light aircraft, the harpy, will see an entire overhaul with model and icon and the banshee’s voice and weapon has been much improved.

GDI’s orca now has ammunition with a little more firepower and the orca bomber has been replaced with the Phoenix, an aircraft to be feared due to its strength and firepower.


Civilian Expansion
Cities have seen a revitalization with a whole host of new civilians and vehicles such as doctors, police, business men, city busses, vans, swat vehicles, commercial jets, garbage trucks and much more! Visuals have also been improved as street lamps and additional building have been added to both rural and urban environments.

Also a special thanks to those that uploaded community assets on Project Perfect Mod forums.


Future Content
What’s in store for the future you ask? Much, as there are many more additions and improvement to be made as bringing out the maximum potential that Tiberium Sun has the offer is my goal. In future content you will see event maps such as wave defense, redone UI both in and out of client, and the addition of Naval warfare which I have already began working on.

I thank you for the support of this project and always appreciate your reviews and insights. Now go and enjoy The Second Tiberium War, it’s free! #Tongue

(If link does not work, the file is still being authorized by the Moddb staff, should be ready in a few hours.)

One of the things that were released in the first 3 months of this year and we've missed completely in PPM were the W3D Tools and the 3DS Max 2017 W3D Asset Exporter from Tiberium Technologies. And that's an important news, since you don't need to have a jurassic version of 3ds max or a GMAX from the Big Bang to make proper models for Renegade, Generals and even Battle for Middle Earth 1 and 2.

This set of tools includes a W3D exporter tool for 3ds Max 2017, a W3D Viewer and a W3D Dump. The latest version comes with the following changelog:

Here's the changelog:

   - Add some error checking and messages that the old max plugin supported
   - Display the total vertex count in the export log window
   - Fix a bug that affected certain skinned meshes, hierarchies and animations
   - Fix so that the animation frame spinners on the export dialog allow you to select any number up to the actual number of frames in the scene (previously it would only let you select up to whatever the last "maximum" value you chose was)

Head to W3D Hub to download the latest version. And, for further information, check get in touch with our friends over W3D Hub.

Hello everyone! If you've read yesterday's post, you must be aware by now that this was obviously an april's fools joke. We don't have a server code for the game and, even if we developed one, we wouldn't make it public. PPM is not part of the deep web, folks. We are indexed by search engines. We do follow rules and we do not condone illegal activities here under any circumstances.

We are, however, leaving the Rivals Editing forums opened for a couple of days for those who are curious to learn more how does the game work. if we notice that there is no interest on the community's side (which is a natural tendency, since the game isn't really moddable in a positiive way), the forums will eventually disappear and all its posts will move to Other Games Modding.

Hello everyone! We'd like to apologize for the silence of 3 months. I believe some of you might have noticed that I've barely posted any news during this time here and I am not proud of it at all. But sometimes, great things demands greater sacrifices. And, with the user of some hacking skills, we are glad to announce that we can now mod C&C: Rivals.

Now, some of you must be wondering... how would that work if most of the game is processed on EA's end? Well... we had to mirror it on our own side, understand the mechanics and write our own server. And that's what we are going to share with you in the next hours!

With the PPM Rivals server, you'll be able to host your own lunatic version of the game and play it as you desire. Bring the units that you want, customize their costs, firepower, hit points, etc... and you can also play with the whole monetization of the game and create new maps. There are, however, many limitations, including new factions, map sizes and among other design choices of the Rivals developers.

And, to get things started, we have created forums where you'll be able to discuss and get your modding  issues sorted, since I do not expect official support into that. In fact, the least the "official support", the better in this case.

Anyway, get ready and start posting and have fun:

- C&C: Rivals Editing Forums
- C&C: Rivals Mapping Discussion
- Philadelphia Tutorials Zone
- C&C Rivals: Map Archive

OpenRA Release 20190314
March 14, 2019 - 22:29
We are pleased to announce OpenRA Release 20190314, which brings changes developed between August 2018 and January 2019 and polished with the help of player feedback across three playtests during the last 10 weeks.

The most exciting change in this release comes from a complete overhaul of the unit targeting logic, which fixes many long-standing bugs and introduces some important improvements to gameplay fluidity:

- Tanks and other turreted units automatically target nearby units while moving
- Automatic targeting now properly accounts for the Fog of War
- Force-firing with long-range artillery style units targets the ground, allowing attacks to continue when vision is lost under the Fog of War

Tanks now automatically target enemy forces while moving.

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 has been promoted to thief, who can steal cash from refineries as well as 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, Red Alert now features an additional seven single-player missions, and Tiberian Dawn another two. 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
- Red Alert Balance changes include adjustments to the long-controversial Allied Artillery
- 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 map editor, including a map actor editor, a new Copy/Paste filter, and the ability to select multiple terrain categories in the sidebar.

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

There are a lot more minor changes and bugfixes, so take a look at the full changelog if you want to unwrap all of the details. Grab the installer now for your operating system from OpenRA's download page!

We hope you’ll enjoy this newest installment of OpenRA! Have fun!

OpenRA Playtest 20190302
March 02, 2019 - 19:30
The OpenRA devs are today pushing a new build that addresses a number of issues discovered in playtest-20190209.

The changes in playtest-20190302 are:

- Fixed target cursor issues with buildings under the fog
- Fixed inconsistent “Unit Ready” audio notifications
- Fixed harvesters moving to empty resource fields when unloading
- Fixed turrets “twitching” when targeting enemies at their maximum range
- Fixed a collection of map and mission issues in Red Alert
- Implemented community-driven balance changes for Red Alert

They expect this to be their final release candidate, which will be repackaged as a new release before the end of March if no further regressions are found.

Head on over to the download page to grab the new playtest, and prepare for battle!