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OpenRA Playtest 20140927 is now available!
September 28, 2014 - 22:37
The crew from OpenRA, an open source game engine that recreates (and improves) the oldest Command & Conquer games and Dune2k, have released an updated playtest version of their engine with an improved interface. Here's the change log:

- The RA mod has received a brand new sidebar.
- A new end-game score screen appears once a game is complete.
- The in-game menu now shows an objectives panel in all mods (previously only available in the TD mod).
- New keyboard shortcuts have been added, and the default keys have changed to match Tiberium Wars and Red Alert 3.
- The lobby now prevents players from choosing colors that are too similar to each other or the terrain.
- Veteran units gain improved reload time and accuracy, and elite units will now heal over time.
- Planes will maintain their distance from each other in a similar fashion to helicopters.
- Several of the Tiberian Dawn campaign missions have been updated with mission objectives.
- A number of small balance changes to the Red Alert and Tiberian Dawn mods.
- A lot of work has gone into the new Lua API for scripted maps that was introduced with the June release. This new API offers improved performance, stability, and integrates with the new mission objectives system.

And the screenshots, of course:

The Red Alert sidebar interface has received a facelift and a more compact design. This UI is a work in progress and may be changed in the next official release.

Several Tiberian Dawn campaign missions have been overhauled with objectives and other improvements.

Planes no longer bunch together, which makes them much less vulnerable to enemy AA.

Head to OpenRA's Website to download it and have fun!

CnCNet 5 now supports Dune 2000!
September 23, 2014 - 10:51

CnCNet 5 now supports Dune 2000!

This is the initial release supporting Online/LAN/Skirmish games, more features will be added in the coming months (e.g. Map Previews..)

Have the game already? Download CnCNet 5 here! (Dune 2000 version 1.06 is required)

Don't have the game yet? Our friends over at have updated their game packages to support CnCNet 5 out of the box! Visit their site for more info


Hello everyone! I'm sorry for not post as many news as this place deserves. There is a lot of things going on, specially if you check our News Tracker at the top of the news. It's updated daily with progress on Ares 0.8, OS SHP Builder, The Dawn of the Tiberium Age, TS: Assets Expansion, World Domination, Colony Wars and much more. I'm overloaded with my thesis proposal research and I'm daily improving PPM's code, attempting to reduce the evil error 503s that still haunts this place.

Anyway, I think it's our to show some love to our friends at C&C: Online, for all their recent efforts to improve their service.

To those who are not aware of them, they are a multiplayer gaming service that replaces GameSpy for Generals, Zero Hour, Tiberium Wars, Kane's Wrath and Red Alert 3.

Their service started in the day that Gamespy was marked to die (although it died a couple of weeks later). Since then, they've made a lot of progress:

- They've improved the stability of their server with several bug fixes.

- They've added a 1 vs 1 ladder support for Generals and Zero Hour recently. It should end in the first day of october... then it resets and restarts.

- And today, they've finally added support for custom map transfer on Tiberium Wars, Kane's Wrath and Red Alert 3 (apparently Generals and ZH didn't had problems with that). Anyway, you can now play better maps online, instead of the boring symmetrical ones that EA included in the original games.

And that's it. Go to C&C: Online's website for further instructions on how to play online games there instead of the broken GameSpy and have fun!

Bear in mind, specially if you need any kind of support, that C&C: Online is a service created by C&C fans (people like us) for C&C fans and with no sponsorship from EA. It is being coded from scratch and they do not have the official specifications of GameSpy. And their service is given for free.

The syndicate needs money for their war efforts against all who stand in their way.
Poor helpless captured men slave away as they dig in the dry desert as Yuri himself watches over them, to ensure nobody escapes...alive.

Join me and Atomic Noodles, tomorrow at 18:00 GMT on my channel on Twitch as I stream the second ever shwcase of Red Alert: Colony Wars.
Countdown to the stream

See you all then!

Colony Wars - August Aupdates
September 04, 2014 - 00:48
I've been busy with RL getting my first job so work on the mod has been slowed down quite alot but with that out the way September has arrived and time to top off all the updates of Colony Wars for August.

First up is the updated graphics of the Flak Cannon thanks to 4 Star General

Another unit which i've havent had the time to post is the Sea Wolf, The Sea Wolf replaces the Sea Scorpion exchanging its flak cannon for a multi-shot barrage of missiles.

The Mishka MUV finally unveils itself. Big kudos to Graion for him for voicing the unit. The Mishka comes armed with a Smoke Grenade Launcher & can deploy to lay down mines.

A New but familiar old unit comes into the world of Colony Wars. The Sea Sled. Armed with Torpedoes and Missiles the Sea Sled is the standard Tier 2 Naval Unit being only replaced by Boomer Subs for the Enclave.

The Elite Corp finally get their long overdue unit replacement for the V3. The Scud Launcher. The Scud Launcher sacrifices a faster launch system for increased armor.

To wrap things up here's the newly retextured Soviet Dreadnought, Still armed with its pair of infamous cruise missiles.

Also tune in on the 2nd Week of September as Hecthor Doomhammer as he'll be streaming another session of Colony Wars.

~Excelsior True Believers!~

PPM is now stable again.
August 29, 2014 - 02:07
After a long fight against the thousands of error 503s that were haunting this place, we are safe to say that we've found the main source of the problem and we can now follow a better tiberian vision envisioned by Kane, from now on.

In the latest weeks, we have moved two hostees to their own accounts (The Dawn of the Tiberium Age and Twisted Insurrection), optimized many scripts and hosted sites, forum software, tweaked many .htaccess files, robots.txt and even reformed the way Google crawls this place.

But the source of the problem was in the way that sites and scripts written by me tried to close the mysql connection, everytime they ran. The problem was... phpBB does create a persistent mysql connection. It doesn't close it. If you ask it to close it, it will try to close it and ignore the error message. The several attempts at once to close a persistent connection that can't be closed does lock the sites resources (in this case, the connection to mysql). In some cases, it could crash the php process that handles the site. In these cases, the evil error 503 appeared. Even if we used the latest phpBB that is under development, this problem would also happen.

Now, the site is much faster and it has not reported any error 503 since the solution was applied. Let's hope it continues like that for a long time.

By the way, for those who read the last news post, Twisted Insurrection has been fully moved to a new account and it is working correctly now. Everything works! Have fun and enjoy this place!

Hey everyone. Last saturday we've started to transfer websites from our PPM account to new accounts in the server in order to reduce the amount of error 503s. The Dawn of the Tiberium Age has been fully transferred so far. Now, it's Twisted Insurrection's turn. This operation should take a couple of days, but TI's site should be offline just for a couple of hours.

It's highly recommended that, during this time, you should not use the autoupdate feature from the TI's Launcher, to prevent downloading corrupted files.

The progress of this operation will be posted in this topic. And finally, we are doing other procedures to reduce error 503s as well, such as some SEO (search engine optimizations) in the whole account and few other things, which has made the situation improve from the last week. Sorry for any inconvenience, but we currently have an overloaded server to deal with.

Update: TI's website is online again. Some files are still being uploaded. Autoupdate is working again.

C&C1 Fading Table (.mrf) Generator
August 23, 2014 - 18:02
As I already somewhat announced in the other thread (the .mrf viewer), I have been making a tool to create .mrf files for C&C1 (RA seems to generate these tables in memory rather than keeping them as files). These files are basically palette remapping tables, used in the game to make colour effects like shadow, map shroud edges, stealth darkening (though not the actual effect), the targeting flash when giving attack / repair / dock commands, and a bunch more. Since they are relative to the theater's palette, they are a vital step to fully customizing terrain.

FilterCreator_v1.8.rar - The tool, plus all of the mrf creation projects. (requires .NET framework 3.5)
All icons used in the program (except the actual program icon) are based on the Fugue Icons 16x16 pack by Yusuke Kamiyamane (Copyright (C) 2010)

Test data:
FilterCreator_testdata.rar - All .mrf files in C&C, plus example screenshots to test on.

Source code:
FilterCreator_src_v1.8.rar (Visual Studio 2010 project)

Now, on to the tool itself:

The actual main tool's purpose is to recreate the existing filters in the game using brightness / contrast / colour balance / etc filters. However, since I already reconstructed all filters in the 11 .mrf files C&C1 needs for a theater, you can just go to [File] -> [Write multiple .MRF files...] and simply generate all the tables you need for a new theater.

All you need to do for that is selecting the folder with finished projects that comes with the tool, the palette of your new theater, and an output folder:

This sub-tool can also be started directly by starting FilterCreator from a shortcut with the command line parameter "-mrfui" Wink