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The announcement comes from the official source: Tiberian Dawn and Red Alert 1 are being remastered at Petroglyph Studios and being published by EA. Frank Klepacki will be doing the music, of course. Here's the whole thing:


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Fellow Command & Conquer fans,

A month ago, we let the Command & Conquer™ community know we were bringing the franchise back to the PC, starting with a remaster initiative.  The reaction from fans has been amazing, with many of you sharing your favorite C&C moments from the past 23 years. We have been reading these comments and listening intently.  And now, we are ready to reveal our first PC offering and how your suggestions are already influencing our approach.

Today, I’m thrilled to tell you we are going back to the beginning. We have decided to remaster Command & Conquer: Tiberian Dawn. And while this is incredibly exciting on its own, we’re also aware of how passionate the community is about the Red Alert universe.  So, we will also remaster the original Command & Conquer: Red Alert™.  But what about the classic expansion packs you may ask - Covert Ops, Counterstrike, and Aftermath?  Well, C&C and Red Alert wouldn’t be the same without them, so all three expansion packs will be bundled with the base games into one remastered collection - without microtransactions.

In addition to the excitement and support of this remaster initiative over the past month, there has also been a healthy skepticism that we can pull this off. How are we possibly going to remaster these titles while maintaining the authenticity of the original experiences? Bottom line, there is no better way to achieve this than to partner with some of the talented developers who brought these original games to life.

So, after years of the fans asking for their involvement, I am humbled to announce that EA is going to partner with Petroglyph Games to develop the C&C remastered collection.



Petroglyph Games includes many of the original developers from Westwood Studios, and some of the most influential members of the original Command & Conquer development team from 1995. Joe Bostic is known as the co-creator of C&C, having also served as the Lead Programmer on Tiberian Dawn and Red Alert. Steve Tall joined Joe as a Lead Programmer on Red Alert, and Mike Legg contributed to all forms of audio systems at Westwood, having been an employee since 1986!  All three members helped start Petroglyph Games in 2003 after the closure of Westwood and are joined by a veteran group of RTS developers from the past 15+ years. And don’t think we haven’t noticed the #1 request from the community in all the comments from the past month...  You want Frank Klepacki. So as a cherry on top for the fans, we are thrilled to announce that Frank will be re-joining Petroglyph Games to be our Composer and Audio Director for the remaster collection!

On a personal note, I can tell you the past few weeks have been surreal. During my first visit to Petroglyph, I was able to brainstorm “C&C feel” with Joe, sit with Frank and hear him recite Commando lines, and gab with Steve about whether we should fix the Tib Dawn Harvester AI.  Getting to chat C&C with the original developers has been one of the highlights of my gamer journey, and I can’t wait for all the incredible conversations to come.

In addition to the fantastic team at Petroglyph, we will also be partnering with Lemon Sky Studios to help bring these original games to 4k glory. Lemon Sky is one of the premier art studios around the world, with a unique specialty in remastering classic RTS titles.  After meeting their team and hearing their passion for C&C, we are incredibly lucky to have them team up with Petroglyph to develop the highest quality C&C possible.

The exciting part is that we haven’t started development yet. The community is literally getting in on the ground floor of this project and have every opportunity to help influence how we build this remastered experience. Please continue to engage on Reddit and community channels and help us create the best possible remasters of C&C and Red Alert!

Welcome Back, Commander!

Jim Vessella

Jimtern







There couldn't be a better start for that, isn't it true! So, yes, I am excited with it and I am pretty sure that many of the visitors of this site also are.

We'll keep up posting more updates as soon as we know more about these two remasters.

Anyway, thank you, EA and Petroglyph for my birthday present. You almost got it right: it is tomorrow Wink.



Few days ago, Red Alert: A Path Beyond 3.3.0.0 has been released. It features new units like MiG and Cruiser, several remodelized units, a new interface and a huge set of bug and balance fixes.



The list of features is huge and you can read the whole thing here. Have fun!

After the polemic on the Light Tank (that was based on a Westwood concept of a unit that they've called Light Tank and it did not had treads and ended up no longer having that name), Madin has been posting several updates displaying other units in his mod, Command & Conquer: Red Alert History.

One of them was related to Boris and his MiG, as you can see in the pictures below:






Then, we have the Harrier and the Airforce Command for the Allies, as seen in the picture below:




And finally, a multi-drone system as seen below:






Learn more about Command & Conquer: History mod for Tiberium Wars by visiting their forums and share your comments and ideas about it.

Frontline Chaos - November 2018 Update
November 06, 2018 - 04:03
Dutchygamer has posted another progress report about Frontline Chaos recently 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 his recent report:


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In today's update, a showcase of the remade Revenant Refinery,
and various other changes that have been made in the time between last update.







As is usual for projects like this one, things change over time. Back when I made the first (proper) iteration of various structure models, things were a lot less fleshed out for this mod then they are now. One of the major things that has changed since back then is how the resource works (both lore and gameplay wise). As a result, the old Refinery model I made for the Revenant faction didn't fit anymore. And to be fair, compared to the more recent structure models it looked... bad. Back then I was happy I found a design and texture style I liked, but nowadays it just doesn't fit anymore. Luckily, the invented something for that: remaking models.




After various fatal accidents with the first-generation Refineries, Revenant engineers were forced to redesign the blueprint for their Litensplant Refineries from scratch. To contain the complex chemical processes used to convert Litensplant into raw resources, a large concrete dome was used as the base for the new design. The remainder of the structures was build around this dome, with the Harvester docking hanger at the front, the storage containers for the gathered Litensplants in the back, and the remainder of the structure to the sides of the dome. The storage containers received additional protection, the smoke stack was redesigned and doubled, and the non-volatile part of the chemical process was moved to a large tower outside of the dome. Lastly, the hanger is now able to deploy new Harvesters, which have been removed from the Weapons Assembly Depot as a result.

As with the first-generation Refinery, it is a valuable part of any Revenant base. Without a Refinery, Revenant forces are unable to convert Litensplants into raw resources, thus depriving them from their primary income. While the second-generation Refinery comes with additional armour, it still needs protection from enemy assaults.



Besides that, Legion also needed some love. Model-wise they barely have anything that has a proper texture (besides what has been shown before), and 90% of it is made from before even the first iteration of Revenant structure models. Infantry-wise, they all used vZH infantry models, repurposed for whatever use I had in mind. Recently the Legion infantry roster has been revised, and now it's time to introduce their basic light infantry, the Enforcers.



Enforcers form the core of the Legion infantry platoons. Drawn from the armies of their defeated foes, Enforcers are known for being highly trained and motivated soldiers. Each Enforcer is equipped with ballistic armour that covers most of the body, and a LE-2 Service Rifle which can fire accurate bursts even at medium-long distances.

Trained to handle most infantry combat situations, Enforcers can handle most enemy personnel in even numbers. Unlike their Revenant counterparts, Enforcers have neither the training nor the equipment to capture neutral or enemy structures. This role has been delegated to dedicated technical personnel according to Legion doctrines. Similarly, the usefulness of Enforcers against armoured vehicles is limited, and thus must rely their fellow soldiers trained to hunt down these armoured threats.



To provide a focal point on what to finish first, I've begun working on an actual mission I had planned out. Not a remake of an existing C&C mission as I attempted (and never finished) earlier, but an actual campaign mission. While I originally wanted to wait with this update until I had finished everything needed for this mission, I have come to the conclusion that at the rate at which I was progressing, it would be until next year before I had finished everything. It doesn't also help that I added some brand new things for that mission that I found would make it look better. Here are some sneak previews of the mission, which include some of those new things as well.







Lastly, I've also been dabbling a bit in modding for a little game called Doom (ye old one, not the 2016 one). Long story short: due to me making some fixes for a mod, and the owner not having the time currently, I now also have a Doom mod as one of my projects. You can check it out here if you are interested.

And with that, I conclude this update. Until next time.
Dutchygamer signing off.




If you are curious for more information about this mod, visit the Frontline Chaos forums at PPM.

Dawn of the Tiberium Age Progress in 2018
November 06, 2018 - 03:51
The crew from Dawn of the Tiberium Age has been working in silence during this year, with few public updates... until they've posted one at their ModDB Profile, which is quite interesting for the fans of the mod, specially in a time where EA seems to be err... possibly building a competitor.

Anyway, here's their words on it:

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We've been somewhat quiet this year. A peek at our change log page however reveals that despite our laziness with writing news posts, we haven't been just idling; we've released 11 updates this year. These updates have focused more on improving and optimizing the game engine, balance, and our existing content rather than pumping out new maps and missions. We are, however, also working on new playable content that we hope to release with an update closer to Christmas. But let's first go over the most important changes in our smaller updates this year. We'll only cover the most significant changes. For smaller changes you can check out the full change log.

Balance

The Sea Shadow and Soviet Ekranoplan weapons were reworked. The Sea Shadow now has a cluster missile that splits early, while the Soviet Ekranoplan is no longer an aicraft carrier but only fires missiles instead. The Behemoth was found somewhat too game-deciding, so its rate of fire was lowered while the spread of its flames was increased. This makes it more of an option to dodge its projectiles and avoid the damage with fast units, while it still deals a lot of damage when it hits, with the flames further increasing the damage through their damage-over-time effect. We also made its elite weapon more interesting with chemical flames.








Technical

In the original game's multiplayer, the map was always revealed when you died. This was bad for co-op missions as the reveal could spoil missions, and it also made it possible to spoil team-based PvP matches like 2v2s and 3v3s, as one dead player could tell their teammate about the other team's forces. Now the map is only revealed in FFA games and regular (non-mission) co-op games.

dkeeton and FunkyFr3sh of CnCNet have worked hard on improving the TS-DDRAW renderer, which now finally solves all performance and menu visibility issues for most people. Performance of online games has also been improved significantly through enhancements to the game engine's networking code. Speaking of online games, we've also had a decent number of people online lately.



We also found a critical bug in the game engine that made it reset the difficulty level of a mission to Normal whenever you re-started a non-campaign mission. In other words, if you've played DTA's singleplayer missions, they've possibly been either significantly harder or easier than intended, depending on which difficulty level you selected. This is fixed now. Talking of singleplayer missions, we've also added 3 new missions since DTA 1.16's release last year: Drive's remakes of Sarin Gas 1 and 2 were added in last December, while Morpher's East Asian Front was added in last weekend's update.







There's also the usual bunch of smaller client and game engine updates.

Mapping

Mappers have got new terrain to play with; the temperate platform tile set now has ramps and smaller variants of Nooze's big crater have been added. The interior theater has been expanded with an interior platform tile set, and creating interior areas has been made easier with visible shadows for interior wall pieces in the map editor. We've also made road endings that lead into a cave.











Future updates

We reached the 8th place in MOTY voting last year. We never really got around to thanking you for it, so here it goes: thank you! It was a really great and unexpected surprise, and we got there thanks to your votes.









Despite our silence and these updates we've also been working on more things behind the scenes. I've personally spent more time studying the TS game engine with other CnCNet team members, which makes fixing bugs and implementing new functionality easier in the future. We've also been working on new maps, missions and co-op missions, which we hope we can deliver to you with a larger update near Christmas.

Stay tuned for more updates during the coming weeks! Or if you'd rather prefer an alternative news source and discussion forum, you can also reach out to us in our new official Discord channel on CnCNet's server: Discord.gg



You can also use their forums at PPM to know more about this mod and provide your feedback or get some help with it. Have fun!

The crew over C&C Generals: Operation Firestorm, an enhancement mod for Generals that strives to bring 8 unique playable factions with a huge arsenal of constructions, units and special power options at their disposal, has posted a very interesting Halloween update. They've shown some of the arsenal from the Dr. Thrax faction with Biochemical Weapons Mutant and Infected and a Kirov Airship that will bring all your Resident Evil fears into the battlefield. Here's what they posted:

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As mentioned before, Dr. Thrax uses unconventional methods to win his battles.
One of Dr. Thrax' specialisations is infantry, which is why this update focuses on two of his core infantry units.









The Mutant is a heavy infantry unit available at Rank 3.
Enhanced with superhuman strength and durability, these guys carry 30mm cannons into battle and can withstand lots of enemy fire.









The Infected (or you might just call it Zombie) is a basic melee unit and is not directly trainable.
Instead, these units are created by transforming your Volunteers for a small cost. Alternatively, a rank 5 General's Power allows you to transform enemy infantry and even vehicle crew into Zombies which follow your command.









Unrelated to Thrax' infantry, the largest unit in his arsenal is unveiled: The Airship (Available at Rank 4).
While moving at a very slow pace, these beasts are the most durable air unit in the game. They can destroy lighter targets with a heavy machine gun turret, while their main role is to bomb enemy bases. Once you're in range, these Bombs deal extremely high damage.
In addition, airships carry huge amounts of Anthrax to contaminate large areas.


And there is a short video showing them in action:






For further information on this mod and in order to download the Beta 2 Patch 1 version of this mod, visit their ModDB Profile.

AI Edit 2.0.3.9 has been released!
November 04, 2018 - 21:08
AI Edit, a tool from E1 Elite to aid you to code ai.ini and similar files from Tiberian Sun and Red Alert 2, has received a couple of updates recently and it has reached the version 2.0.3.9.

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Minor update version 2.0.3.8

Changes:
- Reverted back non-essential changes in the form designer file.


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Update version 2.0.3.9

Changes:
- TS config file fix of veteran level and removed unused AITrigger condition choices
- Skipped across list duplicate ID check for AITrigger IDs as vanilla TS has such
- Added version number to application title text
- Updated the AIGuide for script action Attack TargetType (0,n)



For more information and download, check this post and the whole topic that it belongs to. You can also download its source code at the same place.

Chronoshift Update: October 31st 2018
October 31, 2018 - 13:43
Project Update: October 31st 2018

The Chronoshift is now officially open source!


It has taken almost 10 long years of blood, sweat and tears to get us to this point, but it does not mean we are done just yet!

A cleaner version of the codebase which we have been working on for the past couple of years has been pushed to the GitHub repo
and we will be continuing to clean up and rewrite our currently private hosted code, and then continue all development of the project publicly on GitHub.

As it stands at the moment, Chronoshift requires the original Red Alert 3.03 installation as it hooks our code into the binary and allows
us to test with 1:1 accuracy. But as we develop the codebase we will be also writing the code in preparation for when we can build a fully stand-alone binary.

You might be asking, "Why develop another Red Alert engine from scratch, if we already have FreeRA, FreeCNC, OpenRedAlert and OpenRA?" FreeRA, FreeCNC
and OpenRedAlert are far from complete and appear to be abandoned, while OpenRA is focusing on reimagining the classic Westwood RTS titles with
modern era twists such as features found later Command and Conquer titles or other RTS games. Our focus is on a classic recreation with great attention
to detail on the core mechanics, more akin to OpenDUNE, hence the Chronoshift project.

At this time, Chronoshift has to be built with a specific compiler due to the way it hooks into the original binary, but we are in the process
of also setting up an automated build system that will allow you to download the required files without going through the build process, allowing
a greater number of people to help us with testing.

The Chronoshift project is hosted on GitHub under our group,
(which also hosts the Thyme project: https://github.com/TheAssemblyArmada/Thyme)
The Assembly Armada, which you can visit here https://github.com/TheAssemblyArmada

You can visit Chronoshift on GitHub: https://github.com/TheAssemblyArmada/Chronoshift


In the mean time...
Join the official Discord server for Chronoshift!


Join the Discord Server now!