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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:
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"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."

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



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Campaign
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.



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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.



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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.



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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.



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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.

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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.)
DOWNLOAD: https://www.moddb.com/mods/the-second-tiberium-war/downloads/the-second-tiberium-war-21



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:

Quote:
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!

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!