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XCC Mixer Update
May 16, 2012 - 21:56
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Olaf van der Spek, assumed to be inactive and gone, has surprised us by showing up recently, helping the modding community once again.
Unnoticed by the most of the community he released a new version of XCC Mixer, the core tool in modding C&C.
The new Version 1.47 fixes a bug of the copy as MAP (TS) Preview function, with which you can convert any image into a PreviewPack text section. This can be copied in maps for a new custom map preview image.
So head straight to the XCC Homepage and download the latest version 1.47 from the Utilities page.

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PPM Hosted Mod News
May 13, 2012 - 00:54
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Bok! We've recently announced Red Orboros in the news, it's mod recruitment season. So, we have more mods arriviing at PPM recently and we might recruit a few more in the next days (at least there is one target in mind). The latest mod to arrive in PPM is called Red Orboros from Sir Shockwave and it is for Yuri's Revenge. It features 3 factions: the Western Allies, Red Star Protectorade and the Illuminate. They may resemble Allies, Soviets and Yuri in certain terms, but they are different. The story of this mod is set after Yuri's Revenge's and Yuri is in missing in action. The Cold War returns, the western market crashes and a lot of riots rises in american and european countries while the Soviets builds an alliance with China and other countries becoming the Red Star Protectorade. And what is the Illuminate? Check the forums for more hints on that.
The mod revamps the existing arsenal of the game, adds some new things and improve the ballance and gameplay. Most pictures showed so far are from public voxels that are being used in the mod. For this reason, Red Orboros is hiring Voxel Artists, among other things. If you want to apply, reply to this topic.
And we have additional (old) news:
- The Dawn of Tiberium Age's website has moved to http://dta.ppmsite.com. Unfortunately, their old host is still down (for over a month already), so Bittah is finally using the webspace that was provided to him a long time ago.
- Tiberian Sun: Tech Level War is challenging YOU to fight the spartan AI level 1 and beat it. If you win... see here what happens. Check our left menu (Tiberian Sun Mods) to download the latest version of this mod.
And that's it for now.
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Colony Wars: New RA2:YR mod at PPM!
May 10, 2012 - 06:01
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Do you remember the creepy giant ants from Red Alert 1? They are now back and they are fully reinforced at the Colony Wars, a modification for Yuri's Revenge that is immune to insecticides. The ants from this mod are big and fully organized. They are also immune to mind control from Yuri, radiation (yea, insecticides just do tickling at these ants) and they are able to regenerate and... they are very angry at humans. You have no idea! The Allies, Soviets and Yuri will suffer their wrath. There will be no more free will, just ant's will! Of course that the current factions (and their new respective subfactions) will receive reinforcements to deal with this plague. If it works, perhaps they could do miniatures of their army to use them at consumers homes, to terminate the smaller ants there. Here's some of them:
Garuda Artillery (Allies -> Eastern Front)
Apocalypse Tank (Soviets -> Soviet Union)
(Voxel created by Stingerr)
Scarab Tank (Yuri -> Psychic Enclave)
Ok, the apocalpyse tank is no news (since soviets does not have a new tank posted in their forums yet) and the Scarab Tank's weapon reminds the one from Initiates, but it burns more and it is more effective against vehicles. So, let burn these ants! Burn baby, burn!
Anyway, you can visit the new Colony Wars forums to find out more about this madness and even download an old demo of the mod here. Have fun!
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OpenRA 20120504 has been released.
May 08, 2012 - 06:30
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A new version from OpenRA has been released. Here's the list of changes since the previous release:
| Quote: | Maps
- Added a new RA Map by Nukem: Tainted Peak
- Dropped three RA Maps: Daejeon, Mjolnir, and No Fly Zone.
- Added a Sound Engine game setting: Sound.Engine=AL.
"AL" uses OpenAL, "Null" gives you no sound.
Warnings are shown to lobbies when a DEV_VERSION client joins.
General gameplay changes:
- Buildings now take 10 seconds to capture.
- New units now attack-move to the designated rally point.
RA changes:
- Spy
- - Can infiltrate Refinery: Steals 50% of a player's cash, minimum $500.
- - Can infiltrate Radar Dome: Resets exploration for the enemy team.
- - Is equipped with a Silenced PPK. Use force-fire to assassinate an enemy unit (careful, your disguise will be dropped).
- Gap Generator made available to Allies.
- Tanya made available only to Allies.
- Pillboxes now include a rifle infantry when built. Pillboxes are garrisonable, so swapping the unit inside changes the weapon fired.
- Camo Pillbox was removed (temporarily).
- Artilleries have a 75% chance of exploding on death, down from 100%.
- Flamethrower received new art for its flame effect, as well as an overall damage increase.
- AI: Replaced Normal AI with two new AIs: Rommel and Zhukov.
- - Zhukov is a turtle, but sends large attacks with Artillery and V2.
- - Rommel is a modified Hard AI; sends Artillery and V2, but doesn't like light vehicles.
CNC changes:
- A10's speed increased, Napalm Drop damage increased.
- Chinooks now carry up to 10 passengers.
- Sight of all infantry was increased by 1 tile.
- Chem Warrior/Flamethrower/Grenadier damage vs certain armor types increased.
- Artillery's attack range was doubled.
- Guard Tower's attack range increased by 1.
- Increased sight of Construction Yards and MCVs.
- Construction Yard armor type changed to Heavy (previously Wood).
- Harvester armor type changed to Heavy (previously Light).
- Reduced the probability of SpawnVisceroid from 10% to 2%.
- Reduced the damage and size of Grenadier death explosions.
- Units no longer target buildings when attack-moving or when idle. They still target defensive structures (except SAM sites).
- AI is now reasonable and playable.
General mod support and bug fixes:
- New CloakPaletteEffect trait for adding a shimmer effect to cloaked units.
- Cargo trait now allows initial passengers when units are built.
- Capture time length is adjustable
- Custom starting units can be used for each faction.
General engine tweaks.
- Main menu no longer vanished after a lobby disconnect.
- Fixed a crash with capturing/selling buildings at the same time.
- Fixed a crash in server in StartGame if there were unvalidated connections.
- Fixed a crash in the CNC replay viewer.
- Fixed a bug in CNC where radar would not be shown if dead/spectating.
- Fixed a bug where passengers could shoot from transports.
- Improved error messages given with bad MiniYaml indentations. |
Head to OpenRA's website to download it. Have fun!
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PPM Mod News Roundup!
May 05, 2012 - 17:18
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Haloo! Here's what's happening with our hosted mods, for those who does not check our News Tracker (above the Site News) very often:
-> EASB Hour has displayed a new unit for each of the 3 factions from their total conversion for Yuri's Revenge. The Overlord Tank (China), the Dragonslayer U.H.V. (USA) and T-80 (Russia). Click in each of the pictures below to post comments about them:
-> Crossfire, a mod for Tiberium Wars that replaces Scrin with a much more ambitious faction called Series, has displayed one of the weapons that Series will definitely use to conquer the universe: the Emperor. It's an epic unit that will scream the following words at your puny human face: "All your base are belong to us!"
-> Eternal Armaggedon: The Devastation, a total conversion for Yuri's Revenge that plans to bring 7 factions to the game, has displayed the allied and soviet infantry recently. Most of the units are natively found on YR, however, there are some news for both sides.
The Allies has Enforcers instead of GIs and Missile Defenders instead of Guardian GIs. Both units no longer deploy. Enforcers does not stand any chances against heavly armoured vehicles, while Missile Defenders are nearly useless against infantries and structures. Engineers have been promoted to Combat Engineers. OCSW Team is the unit with heavy weapons, while most other units were simply renamed.
Enforcer:
Combat Engineer:
OCSW Team:
Soviets has gained two units: Spetsnaz and Black Guard.
Spetsnaz:
Black Guard:
-> CnC: Final War has a new screenshot:
-> Twisted Insurrection has a new map created by Q45 called Nuclear Town. Here's a minimap from it:
-> The Dawn of the Tiberium Age's website has moved to http://dta.ppmsite.com
And that's all for now. Check our News Tracker at the top of the site to find out news about our mods in 'real time' or almost that.
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Media Hut Tutorials is online!
May 01, 2012 - 20:47
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Ladies and gentlemen! We'v recently launched our new Media Hut Tutorials Forum. It's a place where you can share your expertise on how to create interesting 2D and 3D graphics, as well as sounds. At the moment, we have 3 tutorials that were originally posted at the Miscellaneous Tutorials Forum, but they were mixed with other very important and relevant tutorials such as how to survive a zombie apocalypse, among others.
Anyway, at the moment, our Media Hut Tutorials is very poor compared to what this community is able to do. So, here's a deal: post your tutorials there (one tutorial per topic, please) and the one that gets the best feedback by july 1st, 2012 might get a custom rank (or another prize if the winner already has a custom rank, but no cash, sorry). The way feedbacks will be evaluated is up to me although somethings, but the obvious thing that I can reveal is that I'll read the replies (and pay attention to its content) from the tutorial as well as look at the number of views that it gets. But my evaluation is not restricted to that.
So, welcome to Media Hut Tutorials and get posting there!
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Battle for Earth: Uprise
April 17, 2012 - 07:33
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Battle for Earth: Uprise, a total conversion mod for Red Alert 3, has recently surfaced. It features an original universe, where Dinosaurs evolved with intelligence and developed their own high-tech weapons of war, alongside humanity. The mod features 3 races: the Humans, the Raptors and the Stenonychosauri. The Humans are low-tech when compared to the other two factions, but rely on nuclear technology and fuel combustion, making do with what they can get their hands on. The Raptors have developed highly advanced genetic technology, and are capable of not only altering weaker Dinosaur species to fit their needs, but can also resurrect extinct ones. The last of the 3 races, the Stenonychosauri, have high-tech weaponry such as plasma, laser and acoustic weaponry. Their technologies are environmentally safe and the most advanced of the three.
To view the rest of this mod's gallery, click here.
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