OpenHV Campaign Missions and skirmish bots
September 24, 2022 - 21:28
Hi everyone! Mattias M. has posted some interesting videos from his project, Open Hard Vacuum, featuring campaign missions and a skirmish battle between two bots. For those who are not familiar with it, Open Hard Vacuum is a game that uses OpenRA Engine, and it is inspired by an old game called Hard Vacuum, which ended up not being released at all, except for its art graphics. Here are the videos:



















For further information about Open Hard Vacuum, visit its Official Website. And this is all we can offer for today regarding Open Hard Vacuum!

Starkku has open sourced some of his old Red Alert 2 modding tools, such as the Batch TMP Converter, CSF Tool, BAG File Tool, and the Trigger Index Param Tool. Here's what he said about it on Mod Haven:

Quote:
I open-sourced some of my older modding tools today. They can be found from the following links:

https://github.com/Starkku/BatchTMPConverter
https://github.com/Starkku/CSFTool
https://github.com/Starkku/BagFileTool
https://github.com/Starkku/TriggerIndexParamTool

Maybe they will be useful to some, maybe not



Feel free to fork it and make your tweaks, but of course, credit him for his work. And may we have better modding tools.

Scorched Earth MOD updates!
September 23, 2022 - 19:49
Howdy! G-E, the leader of Scorched Earth, has been busy recently working on it and shared many of its vehicles with us. For those unfamiliar with it, Scorched Earth is a modification for Red Alert 2: Yuri's Revenge that does a massive overhaul with the game, although it retains its cannon and most existing units. AI is brutally harder and more challenging. It also features several new civilian assets, and asymmetric multiplayer maps, among other things. Here are the official words about it:

Quote:
Around 300 civilian vehicles later...



For further information about Scorched Earth, visit its Topic at PPM. And that's all regarding Scorched Earth for now. Stay tuned at PPM for more news about Scorched Earth!

Hello everyone! The celebration of the 19th Anniversary of Command & Conquer Generals: Zero Hour resumes, and, this time, there will be multiplayer game activities with the Generals World War II at 17:00 GMT. Their discord channel will also have a stream at that time where devs should present a new version of the mod there or their plans for it. In order to participate, join their Discord Channel and go to #network-chat






CnC-DDraw 4.5.0.0 has been released!
September 21, 2022 - 15:40
Hello ladies and gentlemen! A new version of cnc-ddraw has been released recently by FunkyFr3sh. For those unaware, cnc-ddraw is a rendering alternative for old games that uses Direct Draw, making them compatible with newer systems and improving their graphics. You can use it on games like Command & Conquer Gold, Command & Conquer: Red Alert, Command & Conquer: Tiberian Sun, Command & Conquer: Red Alert 2, Carmageddon, Carmageddon 2, Warcraft 2, StarCraft, Diablo, Diablo 2, Age of Empires, Age of Empires II, Theme Hospital, Populous: The Beginning, Outlaws, Dungeon Keeper, Dark Reign: The Future of War, Star Wars: Galactic Battlegrounds, Atomic Bomberman, Dune 2000, Oddworld: Abe\'s Oddysee, Commandos, Red Baron 3D, F-16 Multirole Fighter, F-22 Raptor, Nox, among others. The changes from cnc-ddraw 4.5.0.0 were announced with the following words:

Quote:
Instructions


  • Download cnc-ddraw.zip and extract it into your game folder

  • Start the game


Game doesn't work? Please check the Readme file and the wiki.

Hotkeys


  • [Alt] + [Enter]                  = Switch between windowed and fullscreen mode

  • [Ctrl] + [Tab]                    = Unlock cursor

  • [Right Alt] + [Right Ctrl]  = Unlock cursor

  • [Alt] + [Page Down]        = Maximize window (Window borders must be disabled in config)


Changelog


  • Fixed some drawing glitches with Carmageddon

  • Improved Performance - does now use AVX (If available)

  • Added support for a few missing DirectDraw features

  • Fixed some bugs with the Total Annihilation Beta Patch

  • Added a preset for the Total Annihilation replay viewer (Viewer.exe)

  • Fixed alt+tab issues with the Direct3D 9 renderer

  • Fixed some bugs with the borderless mode where the cursor would lock sometimes even if the window didn't have the focus

  • New .ini setting "d3d9on12=true/false" to enable Microsoft's Direct3D 12 renderer (D3D9on12)

  • New .ini setting "game_handles_close=true/false" to allow the game to handle the close button in the window (no dirty exit)





You can check more information about cnc-ddraw by visiting their GitHub profile. Download cnc-ddraw 4.5.0.0 Here. That's all, folks! Stay tuned at PPM for more news coverage on cnc-ddraw!

Today (September 21st), the Command & Conquer Generals: Zero Hour anniversary celebrations continue with Generals Evolution.

Generals: Evolution is a total conversion for Red Alert 3 that recreates Command & Conquer Generals in this engine.

This is also Generals Evolution dev 10th Anniversary! To celebrate it, there will be a stream at the Generals Evolution Discord Channel at 16:00 GMT with a multiplayer event.  There will also be some new content stuff as a bonus.





Have fun and....yea, happy birthday, Command & Conquer Generals: Zero Hour (Yes! Today is the real date!)!

Hello ladies and gentlemen! Nyerguds, who has been forking CnCTDRAMapEditor.exe, has released CnCTDRAMapEditor.exe 1.4.3.2 a week ago. For those unfamiliar with it, CnCTDRAMapEditor.exe is the original map editor from the Command & Conquer Remastered Edition, made by Electronic Arts/Petroglyph Studios, with Nyerguds fixes and improvements. It can be used to create maps for the remastered games and the original 1990s Tiberian Dawn and Red Alert 1 games. Here is the change log from CnCTDRAMapEditor.exe 1.4.3.2 and other versions that we missed in the recent months:

Quote:
Nyerguds's Fixes (1.4.3.2)

Hotfix for some more small issues in v1.4.3.0:

   Fixed a crash in the smudge restore system when you delete a smudge or building that is too close to the map edge.
   Reduced maximum multiplayer start positions in the editor to 8, since the games apparently can't show more.




Nyerguds's Fixes (1.4.3.1)

Hotfix for some small issues in v1.4.3.0:

   Fixed a crash when flood-clearing with a template that crossed the map bounds.
   When flood-clearing with a template containing cells on both sides of the map bounds, the clear operation will now ignore the map bounds.
   Flood fill clear will now no longer ignore if the user has a single cell from a template selected.





Nyerguds's Fixes (1.4.3.0)

New in this version:

   Fixed a bug where the default House in TD maps was set to "None", causing them to crash the game.
   Bibs placed as the 'smudge' type now show their full size and can be placed in ways that make them partially overlap. As long as at least one cell of a bib exists, the bib exists.
   If a JSON is saved for a single-player map, its waypoints list now only contains the Home waypoint since saving the first waypoints as start locations are pointless for them.
   The smudge placement mode will now show a red cursor when hovering over bibs attached to buildings to indicate those can't be replaced or removed.
   All actions in the editor now have the undo/redo functionality.
   The amount of stored undo/redo actions can now be set in the "UndoRedoStackSize" setting in "CnCTDRAMapEditor.exe.config".
   Undo/Redo actions can be cleared using a new option in the Edit menu. This can be used in case too many might make the editor laggy.
   Disabling Aftermath units will now clear the Undo/Redo history to avoid conflicts.
   Fixed undo/redo of map bounds dragging; it was severely bugged and often reduced the bounds to minimum size.
   Fixed bug where tool windows can be closed with [Alt]+[F4], causing the editor to crash when trying to re-open them.
   Fixed tab order on the "New Map" dialog, so the radio buttons are selected by default.
   Mobile Radar Jammer and Mobile Gap Generator now show different facings for their "turrets".
   Fixed a bug in the power balance tool, which made it ignore the first House.
   Added a silo storage capacity tool.
   Added a section in the map settings for scenario-specific options in RA maps.
   Added a rules editing field for RA maps that allows editing/adding ini sections not handled by the editor. Changing building bibs, power, and resource storage in this will immediately affect the editor.
   Dragging a building's bib over smudge will no longer remove the smudge unless it's actually placed down on it.
   Undoing a building's placement or moving will now restore any smudge the building's bib replaced.
   Added map template fill mode ([Ctrl]+[Shift]+[Left-Click]) and fill-clear mode ([Ctrl]+[Shift]+[Right-Click]).
   Enabling/disabling Indicator items in the View menu no longer does a full refresh of the map, making it nearly instant.
   Added options to re-enable aircraft and full craters list.
   Changed all tweak options to have True as the default value.
   Fixed the fact the Oil Pump (V19) was not usable in the Interior theater.
   Added specific "FilterTheaterObjects" option for the behavior of filtering out theater-illegal objects.
   Added the Desert civilian buildings to RA (though they won't show unless "FilterTheaterObjects" is disabled).
   The building tool preview now shows bibs.
   Object previews for multi-cell types in the tool window now show the occupied cell indicators.
   Placement previews now show the occupied cell indicators.
   Civilian buildings in RA maps will no longer change their colors to the House that owns them. This does not apply to TD since the TD civilian buildings actually change their color in-game.
   Fake buildings once again show the "Fake" label on the preview in the buildings list. This was accidentally removed when splitting off the label drawing to an indicator.
   For RA, changing the "Base" House in the map settings will now also change the House on the preview pane if it is not set as Prebuilt.
   Improved the system to detect blocking objects on map load.
   The "Sellable" and "Rebuild" options for RA buildings are now disabled if the structure is not set as Prebuilt.
   While holding [Ctrl] in Map mode to enable bounds editing mode, diagonals will now be drawn inside the bounds rectangle to easily see the center.
   While holding [Ctrl] in Map mode to enable bounds editing mode, the whole bounds rectangle can now be moved by clicking inside it and dragging it around.
   While holding [Ctrl] in Map mode to enable bounds editing mode, you will no longer select tiles when clicking.





Nyerguds's Fixes (1.4.2.0)

New in this version:

   Menu items related to map actions will now be disabled if no map is loaded.
   Fixed "Destroy attached object" trigger in RA not being seen as valid on units.
   Added power balance evaluation tool.
   If a map is saved without a map name set in the map settings, the filename will be filled in as a name.
   Expanded the "View" menu to enable and disable drawing for all possible map elements and indicators on the map.
   Vehicle previews are now shown in a more dynamic southwest face.
   When a map is opened, the editor will load theater-specific icons into the tool strip.
   Resource placement is now disabled in Interior theater.
   Map loading now checks if map objects exist in the specified theater.
   An image export function has been added. This will mirror the current items enabled in the "View" menu. Its size is determined by the "ExportScale" setting in "CnCTDRAMapEditor.exe.config".
   Fixed a glitch that made the trigger dropdown of the opened tool stop functioning correctly after editing the triggers.
   Template 'BRIDGE1H' in RA now shows its full available tileset. Seems this is an odd corner case where Westwood was the ones who forgot to cut it out properly, but that does make its two last tiles valid.
   The editor will now detect when, on Red Alert maps, the obsolete tile with id 255 is used as 'clear' terrain and will only show a single message about it. There is an "IgnoreRaObsoleteClear" setting in "CnCTDRAMapEditor.exe.config" to disable filtering out this tile, though that is only useful for research purposes.
   Fixed the map panel crashing when a repaint is done on an already-closed map. This happened when a map was opened, then another one was loaded but showed the load errors dialog, and then something (like "Show Desktop") triggered a repaint of the editor.
   Changed all scaling settings to floating point numbers, making them much more accurate.
   Building labels for fake buildings and for the rebuild priority will now scale correctly with the map scaling settings, meaning they should always remain the same size relative to the building.
   Indicator lines like the map border, cell occupation indicators, and the yellow selection box will now scale with the map scaling settings, meaning they don't become bigger when reducing the graphics scale.
   Aftermath units can now be enabled and disabled in the "Map Settings" window. Disabling this will clear any expansion units from the map and from Teamtypes.
   When Aftermath units are detected on map load, but the Aftermath units setting was not enabled in the ini, the loading system will enable the Aftermath units setting.
   All waypoints in the triggers and team types dialogs now show their coordinates.
   Vastly optimized map bounds dragging.
   Map bounds dragging will no longer revert when releasing the [Ctrl] key before the mouse button.
   The label shown when dragging the map border now appears on the inside of the bounds, exactly a cell away from the bounds, and only updates on every cell change.
   Map bounds dragging will change the border at the moment you cross the halfway point between cells rather than when entering a new cell, making it much more intuitive.
   Drag-scrolling, which is normally a middle mouse button, now also works by holding down the space bar to support devices (like laptop touch pads) without a middle mouse button.
   Drag-scrolling is now much more accurate.
   Fixed an issue in the triggers where data got reset if you switched between two triggers that both had a field that contained the same numeric data.
   Team types now show the House in the list.
   Team types in Red Alert maps now filter out the triggers list to unit-applicable triggers only.
   Team types and triggers can now be selected by clicking anywhere on their row rather than having to click specifically on the text in the row.
   The check on multiplayer waypoints being placed down now correctly checks only the specific player start waypoints, rather than just any waypoints, including the special single-player ones.
   The possible multiplayer waypoints to place on a map now go from 0 to 15.
   If the mission is marked as a single-player scenario, the first waypoints are no longer indicated as player start positions with a "P" prefix.
   Mods will now only be loaded for maps targeted at their respective game, meaning common assets can be overridden differently by TD and RA mods.





Nyerguds's Fixes (1.4.1.1)

New in this version:

   The Red Alert team type order "Guard Area" now correctly has 'time' as argument type rather than a waypoint.
   Added a system to detect single-player missions from the original games and automatically mark them as single-player if they conform to the classic naming scheme for single-player missions and contain a Lose and Win trigger.
   Functions asking to save unsaved changes (New/Open/Publish/Close) will now actually abort if you choose to save the unsaved opened map, but it doesn't pass the basic waypoints validation, rather than giving the validation fail message and then continuing anyway.
   The title of the window will now show "Untitled.ini" or "Untitled.mpr" when you have a new but unsaved map opened.
   The title of the window will now show an asterisk behind the filename to indicate that the current file has unsaved changes.
   Maps loaded from files are now seen as 'modified' if any issues were detected that made the editor change or discard data during the loading process.
   The triggers check feedback (TD only) now also uses the large window used for showing the map load errors.






Nyerguds's Fixes (1.4.1.0)

New in this version:

   Fixed dimensions of RA's ore mine, Snow theater ice floes and Interior theater boxes, and one of the Desert theater rocks in TD.
   Added *.ini to the list of possible extensions for opening RA maps. Apparently, before, I only added it for saving.
   The editor will now accept nonstandard extensions from drag & drop without any issues. For TD maps, it will need to find the accompanying bin or ini file with the correct extension.
   Files opened from filenames with nonstandard extensions will not change these extensions when saving the file. This also means RA maps opened from a .ini file will no longer change the extension to .mpr when saving.
   Terrain objects will now only pop up a properties box for setting a trigger on TD maps.
   Optimized loading so the editor will skip loading objects from different theaters.
   User settings (game folder, invite warning, and dialog locations) will now be properly ported over from previous versions.
   Added support for loading mod XML info and graphics through the "ModsToLoad" setting in "CnCTDRAMapEditor.exe.config". The syntax is a semicolon-separated list, with each entry either a Steam workshop ID or a folder under "Documents\CnCRemastered\Mods". As a folder, the path must contain the "Tiberian_Dawn" or "Red_Alert" part at the start. That prefix folder will also be used as a consistency check for the mod type as defined inside "ccmod.json". Mods given by folder name will also be looked up in the Steam workshop folders, with the prefix folder used only for the consistency check. Mods do NOT have to be enabled in the game to work in the editor.
   Added support for the unique pattern of TD's "conc" pavement. You will need the "ConcretePavementTD" mod to actually see that, though. This mod is filled in by default in the editor's mod loading settings, meaning it will automatically be used if found.
   Fixed loading and saving of the videos set in the map options dialog, so no more errors pop up there.
   Made video names freely editable for TD missions. Any mod-added video in TD is playable from missions. Be warned that when a video is not found, this may cause the game to hang for several minutes.
   The preview selection in the Steam publish dialog will now open in the correct folder.
   The new setting "NoMetaFilesForSinglePlay" in "CnCTDRAMapEditor.exe.config" will suppress the generation of .json and .TGA file when saving single-player missions to disc. Not writing them is now the default behavior. This does not affect the Steam workshop upload behavior.
   The rendered previews will now show all map contents to give a better representation of what is on the map. Note that for single-play missions, this preview is generated in the folder but is optional.
   Removed crater types CR2 to CR6; they don't work correctly in either game and will just show the smallest size of CR1. Any craters of other types encountered on map load will now be converted to CR1.
   The team types dialog no longer uses data grids for its teams and orders.
   Team types now show full names for unit types.
   The input for arguments for orders in the team types dialog now correctly adapts to the type of each order, giving dropdowns for special choice lists and for waypoints.
   The waypoints that can be selected for an RA team type now correctly start from -1 as "(none)".
   Fixed the color of "Special" in RA to have the same color as Spain.
   Fixed the fact that trigger Events and Actions retained their argument data when changing their type, meaning the UI would pick the equivalent data on whatever list or control popped up for the new type.
   RA triggers now show human-readable data for the Event and Action arguments.
   The editor no longer locks up when the triggers dialog shows an empty list of teamtypes or (previously-saved) triggers because none has been made yet.
   Removed Aircraft section handling. Aircraft were never able to be pre-placed in the original game, and the re-enabled sections in the Remasters have issues; aircraft will still spawn in the air and fly somewhere close.
   Like walls, overlay placement and removal can now be dragged to affect multiple cells.
   All waypoints will now be shown with their coordinates.
   Added "Jump to..." button on the waypoints tool. This will only have any effect when zoomed in.
   Clicking overlapping waypoints multiple times will cycle to the next one in the list on each click. Right-clicking will cycle backward.
   When deleting overlapping waypoints, if the currently selected waypoint is one of them, that one will be deleted first.
   Map indicators will now be painted in this order: map boundaries, cell triggers, waypoints, building labels, and object triggers. The later ones will be on top and, thus, most visible.
   Map indicators for the type you are currently editing are now always drawn last and, thus, the most visible. (e.g., overlapping cell triggers and waypoints)
   Unit/building/infantry tools now paint the object trigger labels last, so they no longer get painted over by the occupied cell indicators.
   For assets/mods loading, TGA files that are not inside a .zip file can now also load their positioning metadata from accompanying .meta files.
   Factory doors will no longer be seen as semitransparent on the placement preview.
   Fixed incorrect cleanup of internal tool objects, which could cause odd bugs like two selected cells being visible on the tileset tool.
   Terrain and structure editing mode will now draw the overall green bounds of all objects, and only then the red occupied cells. Before, both were drawn per object and could cause odd overlaps.
   Optimized all calculations related to centering objects in their bounding box and drawing them on the map.
   Infantry is now positioned more accurately.
   The terrain tool now uses a list box like all the other tools instead of the awkward dropdown list.
   The smudge tool now allows setting the size in the preview window and picking craters with a different size from the map.
   The "MapScaleFactor" and "PreviewScaleFactor" settings in the "CnCTDRAMapEditor.exe.config" file can adjust the downscaling factor for respectively the map graphics and the preview graphics. Higher values will reduce quality but will make the editor more responsive. By default, previews in tool windows will now use higher quality graphics than the map. Setting a negative value will enable smooth scaling. (Not advised, but it's available)
   When removing a trigger, all cell triggers and objects linking to that trigger will now get their trigger cleared. Before, this only happened for structures.
   The triggers available for linking to objects and cells are now filtered out to only those triggers with an Event (or Action, in RA) that can be linked to that object type. This will also affect the cleanup of triggers if a trigger's Event or Action was changed to something not compatible with the objects it was linked to.
   An "Info" icon next to the trigger dropdowns in the placement tool windows will give an explanation of which trigger Events and Actions work for that type.
   For cell triggers and waypoints, the item selected in the tool dropdown will now be highlighted on the map in yellow.
   When you select a unit to place, a logical default Mission (order to execute) is now selected.
   The Celltrigger tool will now always be enabled, even if there are no placeable triggers available. This way, people can still check the "Info" icon on the tool to see the requirements for placeable triggers.
   The brush size on the resource tool will now adjust itself if an incorrect (even) value is manually entered into it.
   Map loading validation will now also validate terrain templates, meaning corrupted maps have a much higher likelihood of giving correct feedback. This will probably cause a lot of messages on the ghost tiles caused by the original map editor not correctly cutting out complex shapes on objects like bridges and map decorations, but those just mean your map got cleaned up to a valid state.
   Map validation will now be done before the "Save File" dialog opens.
   Ini reading will now trim the value, like the original game does, allowing entries of the type "key = value".
   Fixed potential crashes in the generation of map validation messages (when encountering empty lines like "21=").
   Red Alert interior theater no longer crashes when trying to show the bibs in the Smudge tool window.
   Structures can no longer be put in an illegal state where "Prebuilt" is disabled, but the rebuild priority is set to -1.
   Fixed a crash in the RA triggers caused by the removal of the Aircraft types from the placeable objects.
   Fixed refresh issues that occurred when moving the mouse out of the map area while still in placement mode.
   Fixed incorrect tooltip placement when using bounds dragging mode on a different monitor.
   Red Alert's Interior tileset now supports randomizing the 1x1 tiles that contain alternate versions. This type will now show all alternates on a blue grid in the preview window. Specific tiles can still be picked the usual way if you do not want random ones.
   If mods add extra tiles to existing 1x1 tilesets, these will be treated as 1x1 with alternates too.
   Tanya's default coloring in the editor preview is now Allied and the M.A.D. Tank's color is now Soviet.
   Changed Red Alert's trigger action "Destroy attached building" to a more accurate "Destroy attached object", seeing as it even works from cell trigger to kill units.
   Bibs are now shown as part of the building boundaries.
   Bibs boundary checking can be disabled with a global setting in the "CnCTDRAMapEditor.exe.config" file.
   The overlap detection in the map loading now correctly scans the full footprint of buildings and terrain objects and will now correctly report the blocking object.
   Sounds lists in RA triggers now have descriptions.
   If you try to save an opened file but the folder it was loaded from is deleted, it will no longer give an error but revert to "Save As" behavior.
   The chosen preview image in the Steam upload dialog will now also be used as an in-game preview for the map.
   In TD maps, a building that is set to be rebuilt but is not built from the start will now show as House "None".
   The Interior tiles "wall0002" to "wall0022" are now grouped per type into three dummy entries "wallgroup1", "wallgroup2" and "wallgroup3", to simplify the random placement of these tiles and to remove clutter from the tiles list.

You can find the mentioned Concrete mod on the Steam workshop and on ModDB.


If you are curious about CnCTDRAMapEditor.exe (by Nyerguds), visit its GitHub Profile to obtain further information about it. Download CnCTDRAMapEditor.exe (by Nyerguds) Here. That's all folks! Stay tuned at PPM for more news coverage on CnCTDRAMapEditor.exe and any of its forks of interest!