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Ares 0.E has arrived
September 14, 2017 - 05:49

With the new Ares 0.E, which is just fresh out of the oven (so grab it while it is still hot!), many more IFV modes are now possible, as well as Tunnel Networks known from Generals. Another focus was on warheads: Kill Driver got CellSpread support, sonar and disabling weapon effects are also possible now, and damage can be dealt using a similar logic like the MAD Tank from The Aftermath.

There are, as always, several new minor features like half a dozen of new Veteran Abilities, a new spy effect to blow up a structure, and more. As always, the inner workings of Ares have been overhauled and some noticable performance gains will now benefit players.

There's more to come, but for now that ought to be enough.
Happy Modding, and see you later!


Posted by AlexB
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Community News - Early September 2017
September 05, 2017 - 17:13


in this community update, I will relay what's been covered in today's community update, followed by some other non-C&C news bits which may interest this audience.

  • The Red Alter mod team have started working after a long hiatus, and have released the source models of what they've created so far.
  • Kane's Wrath Reloaded (a Tiberium Wars mod despite the name) has been updated to version 1.91.
  • Rampastring's alternate Tiberian Sun client has been updated to version 5.40 (use 5.30, then update it manually), and now even features the missions that were exclusive to the demo.
  • An unofficial hotfix was released for the Zero Hour mod Shockwave, which resolves the pink Pathfinder texture on snow maps, fixes Kwai in the General's Challenge and makes Tao use his advanced nuclear silo in skirmishes and the General's Challenge. A full install of Shockwave version 1.201 is still required.
  • OpenRA playtest version 20170902 has been released, featuring 40 resolved issues, a balance overhaul and the new "Agenda" map for the Red Alert mod, balance tweaks for the Tiberian Dawn mod, and a new version of the Mod SDK.

And now for the rest:
  • The unofficial 2.02 patch for Battle for Middle-earth II: Rise of the Witch-king has reached release 7.0.0, featuring numerous balance fixes, bug fixes and an overhauled experience system (so much so that it has its own changelog). The Age of the Ring mod, which requires patch 2.02, has released a compatibility hotfix to prevent issues with the new version.
  • Kotaku UK wrote an article covering the recently released BFME1: HD Edition project by the team at Revora, even plugging the T3A:Online multiplayer service.
  • Petroglyph released an official update for the Steam version of Star Wars: Empire at War and its Forces of Corruption expansion, bringing their multiplayer to Steam's servers three years after GameSpy's implosion, and incorporated Steam Workshop capability. However, this makes retail and GOG versions of the game inferior, and with no ability to redeem retail keys to Steam at this time.

Posted by Plokite_Wolf
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OpenRA Playtest 20170902
September 03, 2017 - 00:28

A bit over a month after the previous OpenRA playtest, we are pleased to announce the new release candidate, playtest-20170902.

In addition to all the new features and improvements the previous playtest brought along, in this new playtest we fixed over 40 issues that were identified through feedback from players and modders. Among the more noticable ones were the movement stuttering that ground units were showing, air units sporadically returning to base as well as some issues with the new command bar and some other UI hiccups.

Furthermore, the Red Alert mod in particular received a larger balance overhaul, along with a new map (Agenda). "Agenda" and the updated "Great Sahara 2" now serve as examples of more prominent use of civilian 'tech' structures that provide various benefits when captured.

The new capturable civilian tech structures, displayed on the new map Agenda. Forward Command provides build space, Communications Center reveals terrain.

Tiberian Dawn balance received some further polishing as well, making bridges more robust (in particular to light weapons and flames) as well as making Orcas and rocket infantry less effective versus infantry in general.

A new version of the Mod SDK is also now available with a few improvements and bug fixes. The big new feature is the ability to automatically create installers for your mod "in the cloud". We encourage everyone who is working on mods for the last release to try out the Mod SDK and report back any issues you find or suggestions that you may have, so that we can iron out any remaining issues before the legacy oramod infrastructure is removed.

The new playtest can be downloaded here.

Just like with the last playtest, we ask you to give this a try and report any bugs or balance issues you might come across, as this will likely be the last playtest before the next release. The changelog for this playtest (as well as the previous one) can be found here: changelog

Posted by Reaperrr
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Tiberian Sun Client 5.38
August 21, 2017 - 17:07

^Rampastein has recently announced a new version of the Tiberian Sun Client, which for those who are not aware of it, is an upgraded Tiberian Sun with numerous interesting features. Here's the changelog:

Version 5.38 (August 19, 2017):
  • Added Fan-made map "Lost Contact" (Credits: Tuc0)
  • Added support for multiple sides for Prerequisites and AITriggerTypes (Credits: AlexB)
  • Fixed several minor spawner issues (Credits: dkeeton)
  • Fixed several minor client issues (Credits: Rampastring)
  • Added OpenGL version of the client (Resources\clientogl.exe) (Credits: Rampastring)

Head for Tiberian Sun Client ModDB profile and the Tiberian Sun Client topic at PPM for more information and downloads.

Posted by Banshee
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