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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_v1.7.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_v1.7.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

Hello everyone. I know that many people here (including myself) are receiving a lot of error 503s when browsing this site and forums. And this is very annoying for everyone. In order to improve the situation, we are doing some internal changes at PPM's account from this server. We are moving two mods to their own accounts and they may get temporarily offline because of that or they may get random problems at their sites and auto-update systems.

So, avoid updating The Dawn Of The Tiberium Age at this exact moment and Twisted Insurrection in the next hours.

Once this operation is finished, you'll be informed here. It should take a couple of hours.

I don't know if that will stop the error 503s, but that's our current attempt. Sorry for any inconvenience this may cause.

Hello Ladies & Gentlemen. I'm just posting to inform you all that the download links for Twisted Insurrection Public Beta 5 have been updated to include the latest updates (the current update as of this post is PB5.035), which I am doing for those of you that seem to be having unusual issues with updating to the latest build via the TI Client.
Since the official release there have been loads of changes and bug fixes applied to the mod all of which are included with this download update, some bug fixes are rather significant ones so I don't want any of you that can't seem to update to miss out on the latest updates.

The download links on our official pages have been updated with this build, so head over to any of our download pages for the latest version.

To install and play Twisted Insurrection, simply extract the folder (Twisted Insurrection PB5) from the downloaded ZIP file and run TI_Launcher.exe to run, update, set up and play Twisted Insurrection. No hassle, no mess, just a simple extract and play!

If you have been able to update your build of Twisted Insurrection successfully, then this is nothing that you should be concerned about. For a view at the full Public Beta 5 changelog and all updates up-to-date, then check out this direct link to the log.

Hey everyone. After a couple of months, a new episode of the Community Battlecast Primetime has been released. It covers many of the recent Command & Conquer community and modding news, including C&C: Online and Twisted Insurrection. There is also the Battlecast 10 and the Community Artwork. Check it out the video below!

If you wanna check the past episodes, visit their YouTube channel and their official website.

Colony Wars - July Updates
August 01, 2014 - 06:58
With another month comes updates for Colony Wars.

The Allied MCV finally gets its long-awaited Facelift.

For the Soviets there comes some goodies such as..

The Commissar, A Tier 2 Support/Combat Infantry

The Quad Trooper, Highly Mobile Vehicles armed with a flamethrower.

The Soviet Vindicator Rockets, Their equivalent to a Tier 3 Artillery Defense along with their mines.

The Soviet Watch Tower, which can be considered a direct upgrade from the Battle Bunker as well as providing Soviets a means of detecting Stealth & Subterranean Units.

And last but not least is the Syndicate Gates

Internal Changes to the Build so far...
Talon Ops gaining access to Cryo Weaponry in the form of the Shinobi (Cryo C4 & Cryo shuriken),Recon Drone (Now Named Cryo Drone and fires a weak cryo beam), Black Eagle (Cryo Missiles) and the Camo Pillbox (Elite Gun fires Cryo Bullets)

Adding Omegabolt's New Temperate Theater

Storage System added into the Game which brings the discussion of a famed/hated structure from Red Alert & Tiberian Dawn Era Structures. The Silos.

Allied,Soviet & Syndicate Silos

Version 2 Concept of Soviet Silo

Recently I've also been going about putting out the flags for each factions.

From Left to Right...
Eagle Command - Defense Initiative - Talon Ops
Elite Corp - Soviet Army - Secret Police
Enclave - Chaos Cell - Cabal Order
Predator - Swarm - Vermin

Aside from the Allies and Colony all other Faction's Logos may still be subject to change.

That's all for now until then EXCELSIOR!

Here on the Twisted Insurrection team, we care very much about the public input! Your thoughts and feedback helps us improve the mod and get it closer to a much more polished product as we strive towards the completion of Twisted Insurrection 1.0.

I have been away on Holiday for the past week and thus have been unable to keep on top of everything, but the team have done a great job of keeping on top of everything and helping me apply changes based on your feedback and squashing even more bugs that you find (especially Q45 fixing up his campaign some more and ErastusMercy & Rampastring handling public inquiries).

The latest patch is now available to download via the launcher, PB5.016. This patch fixes lots of bugs found in the campaign and adds and changes many things, from little to large details. For a complete look at the changelog since the release of Public Beta 5, check out the link here.

- Tunnel bug on the map Epsilon City has been fixed
- Lowered the amount of buildings that need to be destroyed to 22 in order to make the end of the mission less boring on Nod Mission 01
- Lowered the Incinerator's elite level to veteran on Nod Mission 02
- Added additional reinforcement at the second part of Nod Mission 02
- Made little tweaks and added details on Nod Mission 02
- Updated some of the text triggers and added a couple more for Nod Mission 02
- All Nod units and structures now belong to house NodA during the intro on Nod Mission 03
- Made the Machinists trainable on Nod Mission 03
- Expanded the map west so that you can capture the GT Hospital on Nod Mission 03
- Gave some GT structures Nominal=no on Nod Mission 03
- Nod can now attack the Neutral house on Nod Mission 03
- Added a trigger that reveals the area around the GT outdoors patrol on Nod Mission 09
- Added a text trigger at the final room which explains that the gate is shut on Nod Mission 09
- Removed the gate blocking the way to the large tiberium field on Nod Mission 09
- Increased the lighting ambient level on Nod Mission 10
- Slightly increased the GT patrol timings so that it's easier to get past them on Nod Mission 10
- Made GT repair their buildings on Nod Mission 10
- The player can now attack the Neutral house (visceroids) on Nod Mission 10
- Gave GHOST a better introduction on Nod Mission 10
- Fixed the first objective. Capturing (or destroying) the Comm. Center is now enough to complete the objective on Nod Mission 10
- Replaced the Hint text trigger with a different lose message
- Added two text triggers that appear when the Comm. Center has been captured/destroyed
- Other extra details added to the map
- Some small tweaks, fixed the cyborg production line celltags for example on Nod Mission 11
- Fixed the problem where the player wouldn't get the EMP option after capturing the EMP Cannon on Nod Mission 11
-Some fans reported that when capturing GDI buildings you didn't get their building options. This now works properly, but we're not sure what fixed the issue.
- Changed the Cyborg Commando name in the introduction text to capital letters on Nod Mission 11
- Increased Temple strength to prevent it from being destroyed by gas clouds on Nod Mission 14
- The damaged refinery now gives a goodie crate once destroyed on Nod Mission 14
- Fixed a bug where Ghost getting killed didn't make you lose the mission on Nod Mission 14
- Building a PP+HoF+Ref didn't give you any further building options, this has now been fixed (The reason was once again the changed structure IDs) on Nod Mission 14
- Added a text trigger that says the Ghost is being attacked on Nod Mission 14
- Remade a part of the map on Nod Mission 15; added a small GDI outpost in front of the facility entrance which has a power relay in it. Destroying the relay will cut power from the two RPG Turrets at the entrance.
- Added two text triggers that launch when either the relay or the turrets have been destroyed.
- Changed the winning condition from destroyed all GDI forces to destroyed all GDI buildings on Nod Mission 15
- Music now changes after the warehouse has been captured so the situation seems more dramatic on Nod Mission 15
- Increased effectiveness of Goliath weapon against standard Infantry by 2%
- Increased effectiveness of Goliath weapon against prone Infantry by 2%
- Increased effectiveness of Elite Goliath weapon against standard Infantry by 10%
- Increased effectiveness of Redeemer weapon against standard Infantry by 2%
- Increased effectiveness of Elite Redeemer weapon against standard Infantry by 10%
- Increased effectiveness of Eclipse Tank weapon against standard Infantry by 5%
- Increased effectiveness of Eclipse Tank weapon against prone Infantry by 5%
- Increased effectiveness of Elite Eclipse Tank weapon against standard Infantry by 10%
- Increased effectiveness of all AP Warhead weapons against standard Infantry by 5%
- Elite Scorpion Tank weapon Rate of Fire and Damage decreased
- Added new warhead for Scorpion Tank and Twisted Dawn Bradley
- Added new warhead for Elite Scorpion Tank
- Fixed winning trigger on Nod Mission 15
- Fixed broken text trigger on Nod Mission 15
- Fixed misplaced Tree on GDI Mission 11
- Fixed Medic Transport trigger on GDI Mission 10
- Added additional starting credits and Tiberium to GDI Mission 11
- Changed explosions on Nod Weaponry Carrier to standard explosions instead of Tachyon Effects
- Incinerator Strength decreased by 20 (was 190, now 170), but strength value remains 280 on Nod Mission 2
- Decreased damage inflicted by RPG Tower upgrade by 15 (Was 80, now 65)
- Added additional power to the GDI base on Nod Mission 14
- Fixed internal error in Civilian Settlement on Nod Mission 14
- Cannon Cyborgs and Reaper Cyborgs are now buildable straight from the Hall of Faith on Nod Mission 14- Fixed the "on the area" typo in tutorial.ini
- Increased delay of vein growth in GDI Mission 10
- Increased delay of vein growth in Nod Mission 10
- Fixed bug on GDI Mission 14 where mission wouldn't end after destroying a Venom before completing Objective 1
- Fixed AI APC attack bug on GDI Mission 8
- Fixed Siege Infantry introduction trigger on GDI Mission 8
- Replaced Grenadiers with Marauders on GDI Mission 14
- Made some structures insignificant on GDI Mission 13
- Removed debugging units from GDI Mission 11
- Fixed controllable Orca Bomber bug in GDI Mission 11
- Added some additional starting units to GDI Mission 9
- Added respawning tiberium in GDI Airbase on GDI Mission 9
- Nod no longer rebuilds it's heavier defenses on GDI Mission 9
- SAM Bunkers (on the left half of the map) are now revealed as a player gets close to them on GDI Mission 9
- Swapped GloboTech Medic for GDI Medic on GDI Mission 7
- Replaced Grenadiers with Rangers on GDI Mission 7
- Updated text triggers for GDI Mission 7
- Disabled Marauders on GDI Mission 6 and replaced Nod Marauders with Tank Hunters
- Added some additional starting units to GDI Mission 4
- Added some additional starting units to GDI Mission 2- Checkpoint Mode has been temporarily disabled for maintenance
- All campaign missions now display their correct mission number and operation name correctly in the save box (For example: GDI Mission 01: Last Chance)
- All skirmish game saves now display their correct map names in the save box (For example: [2] Crops)
- All game-mode specific game saves now display their correct map names in the save box (For example: (Twisted Dawn) [2] Abandoned)- GDI Mission 11 updated to increase bridge strength, Convoy Truck strength and remove Orca AI triggers
- Fixed issue in client where it would sometimes (but rarely) cause the game to crash upon load
- Client performance optimized: Uses less CPU memory while running
- Added option in client to start with 20,000 credits
- Added new Survival map - [6] Bounty Hunt
- GloboTech Engineer is no longer trainable and will only be used for campaign purposes- Added much more information to the ReadMe.txt file- Fixed some typos in mission scripts
- GDI 12 now launches correctly after GDI 11- Fixed error where on some systems " ' " appeared as an AE character in Briefings
- GHARV changed to GHV on GDI 6 (fixes invisible unit issue)
- GHARV changed to GHV on Nod 8 (fixes invisible unit issue)- Fixed Nod Mission 10 - Once the Comm-Center is captured it no longer causes you to lose after the Ion Storm ends
- Duplicate Ranger entry in Twisted Dawn mode has been removed
- Fixed Twisted Dawn MLRS name display
- Mobile HQ is now Nominal
- M.C.V. is now Nominal
- GDI Power Plant cost increased from 500 to 600
- GDI Refinery cost changed from 2100 to 1750
- Nod Refinery cost changed from 1900 to 1750
- GDI Harvester cost changed from 1400 to 1200
- Nod Harvester cost changed from 1100 to 1200
- GDI Harvester speed increased from 6 to 7