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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!

YR Red-Resurrection 2.2.11 out now!
February 13, 2019 - 13:13


It's been a couple of months since the last patch for YR Red-Resurrection and in that time some significant changes have been made. Since the release of 2.2 I have been reworking countries that I felt were lacking, and the last of those was the United Kingdom, who have finally been given the attention they need in this release.



Calling in reinforcements from around the empire, the British Army is bolstered with special units capable of turning the tides of battle. Furthermore they gain the Pintail and Pop Shell, which replaces the Arms Jammer, and the Battle Fortress has been reworked.



Not only have the UK received additions however, Yugoslavia gains the Ironsmith, an infantry equipped to render your tank divisions unstoppable!

As always, new maps have been added as well.



If you're interested in how those maps get made you can watch a timelapse of myself creating Close Encounter (2)! Remember to subscribe on YouTube for additional content.





Of course there are many balance changes, bug fixes, additional maps and more! Here's an overview of the entire patch:

Big Features
Reworked the United Kingdom, altering existing units and removing and replacing others, including-

  • The Colonial Bureau for the UK on T2. Provides units at intervals depending on your tech tier; the Skitter on T1 - a fast amphibious harassment unit equpped with mines, the Gurkha on T3 - a steadfast versatile soldier and the Wildcat at T4 - a long range anti-unit artillery.
  • The Pintail for the UK. An aircraft available at T3, replaces the Arms Jammer. Attaches a bomb to enemy vehicles that jams their weapons, and the weapons of surrounding vehicles, for 45 seconds.
  • The Pop Shell support power for the UK. Spawns a tank bunker anywhere on the map, allowing you to fortify an area on the fly!
  • The Ironsmith for Yugoslavia. And infantry on T3 who can attach charges to friendly vehicles which double their armour when activated!
  • A new client feature; the Pick Random Map button, available in skirmish and multiplayer. Selects a random map based on the number of participants in the game.
  • 7 all new maps in skirmish and multiplayer.
  • A dozen reworked existing maps for more interesting strategies and improved balance.
  • Many balance adjustments and bug fixes.

You can view the full changelog here.

The patch can be downloaded and manually installed, if you are unable to use the client updater for whatever reason.

MANUAL INSTALL

Remember you can always join our Discord for active discussion and first-look at every upcoming patch!

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OpenRA Playtest 20190209 is now available!
February 10, 2019 - 21:24
A new playtest build of OpenRA is now available with a collection of fixes and improvements over playtest-20190106.

The last playtest made some big changes to how targeting interacts with the Fog of War, which broke a lot more than it was expected. Rather than reverting these changes, the OpenRA developers decided to go all-in, and replaced even more of the targeting code - a job that they had originally planned for the release after next.

These new changes should fix not just the regressions in the last playtest, but also several other long-standing gameplay bugs and inconsistencies with the Fog of War, engineers, and aircraft. They also bring two long-requested features:


  • Tanks and other turreted units automatically target nearby units while moving

  • Force-firing with long-range artillery style units targets the ground, allowing attacks to continue when vision is lost under the Fog of War.


These new features should go a long way towards improving combat fluidness and the ability to micromanage your forces.




Tanks now automatically target enemy forces while moving.


The audio notification changes introduced in the last playtest have been refined and expanded by adding click feedback to the sidebar, reducing the volume of the “cash tick” sounds, and normalizing the volume changes between different music tracks. The build is rounded out with fixes for bugs and crashes that were reported in the first playtest - see the full changelog and playtest-20190106 news post for more detail.

Head to the download page to give it a try, and let them know what you think in the comments below, on Discord, their forum, or GitHub!

Jim Vessella, the current producer from the upcoming remasterizations of Command & Conquer: Tiberian Dawn and Command & Conquer: Red Alert 1 has posted a very interesting update confirming that they still have strong portions of the source code of the first two Command & Conquer games in their headquarters and how Petroglyph's GlyphX engine will be used together with it. Here's the whole text he has posted few hours ago in the reddit:

Quote:
Remaster Update and Source Code

Fellow Command & Conquer fans,

We hope you had a good holiday season and that your New Year is off to a positive start. On our side, pre-production is continuing in earnest and we completed our first Milestone about two weeks ago. This Milestone included many of our documentation plans for how we want to build the game, and effectively laid the foundation for the rest of our pre-production cycle. Our next step is to begin translating those plans into a first playable prototype, which will hopefully help validate many of those initial concepts.

One of those key items is how we’re going to approach the game from a technical standpoint. We know one of your core questions has been around the game engine, and we’re ready to reveal some of those details below. Now, it’s worth noting that as with all software this early – plans can change – so please understand this is a snapshot of our thinking in January 2019, and does not necessarily guarantee how the game will eventually ship.

To kick things off, one of the most important questions from the community has been the following:

   Do we have access to the original source code?

We’re excited to say the short answer is “Yes.” Over the past few months we have been able to acquire the majority of the source code for both the original C&C and original Red Alert. I say majority, because what we have is not a complete archive, and it’s going to continue taking some work to validate the full re-usability of the code. Thankfully, there is no better team than the individuals at Petroglyph to go on this R&D journey.

So what does all this mean?

Well, it means we’re aiming to re-use parts of the source code to try and keep the gameplay feel as close as possible to the original games. Again, our goal is to Remaster the original gameplay, not remake it. That being said, there are many areas where the original source code just cannot deliver the quality or functionality we’re looking for in many of the supporting elements. That’s where the second piece of the puzzle comes in.

In addition to Petroglyph’s unique familiarity with the original source code, they have also spent the past 15 years optimizing their own proprietary RTS engine called GlyphX. This engine has been used to power Petroglyph’s RTS titles, and comes with many of the recent standards the community would expect from a modern RTS engine. So with that in mind, our goal is to utilize both GlyphX and the original source code to gain the combined benefits towards the Remaster.

To provide a quick example (Not guaranteed but purely for illustration purposes), imagine using the original source code to determine the charge-up behavior of the Tesla Coil, but utilizing the GlyphX Audio system to ensure the Sound FX are fully enhanced for when that Tesla Coil fires.

As you can predict, there are more details which we’ll learn as we begin to execute upon this plan. But we hope this provides some clarity in the meantime as to how we’re approaching the Remaster from a technical perspective. We’re eager to share more as we begin to prototype the software, and looking forward to hearing your comments in the thread below.

Cheers,

Jim Vessella

Jimtern




My current understanding of what he has said implies that he will use GlyphX for graphics, sounds and, perhaps, user interface, while the behavior of the units will be determined by the game engine from Tiberian Dawn. It might work in a similar way as seen in an old fan virtual reality project of Red Alert 2 that rendered the game using Unreal Engine while the unit behavior  used OpenRA engine. You can see that in the video below:






And that's all for now. Post your opinions about it in a reply.

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:

Quote:
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.