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Mental Omega News Bulletin #2 & #3
November 22, 2014 - 16:35
Weekly updates continue, with Act Two missions "The Mermaid" and "Paranoia" revealed, new skirmish maps plus additional info on new features planned for Mental Omega.

Among the new features are additional tech buildings which make use of Ares DLL new Academy logic.

As the amount of new missions grows, so does the number of loading screens for them.

Read more about latest Mental Omega updates on our website.

Mental Omega News Bulletin #1 (3/11/2014)
November 08, 2014 - 13:33
Let's get this started: regular media updates! With these I will attempt to regularly bring you news from the development of Mental Omega including new missions, new maps, new units and even new music.

In the first edition we cover a new mission by Sandman who has recently joined the team, new skirmish maps by me and Toveena plus new ingame objects created by Nooze. There's also a bit about how we use the latest additions to Ares DLL and why there hasn't been a mod patch this year. Read the first Mental Omega News Bulletin #1 at

Hello everyone! Since the creation of this site, we've been estimulating other sites that cover similar topics than what PPM covers to affiliate with us. By affiliating, we initially expect to exchange links. We link the site that affiliate with us while they link us as well, in a visible and browsable part of their site. But that's just the first part. Affiliations also helped us to estabilish joint ventures with the creation of events, competitions and many other actions to get one site known in the other community.

Unfortunately, we are low on active affiliates that are outside Revora. Most of our affiliated sites were related to Command & Conquer games, and since the end of EALA (and recently with the end of Victory Games as well), the C&C community activity has dropped considerably and many sites closed or they were just left in archival state or, for unknown (non-stated) reasons, they simply do not display a link to PPM anymore.

Anyway, we are looking to extend our contact with other places that cover games that are not necessarily restricted to Command & Conquer, but that can be moddable. Or we'd also love to get closer to mod projects or game projects as well.

For further information on how affiliation works with PPM, check this article. If you simply want to affiliate, you can also post in a reply with the name of your site and its URL.

If you've been following us lately, you've most likely noticed that we've been posting plenty of pictures from the next version of The Dawn of the Tiberium Age.

Today we're officially announcing The Dawn of the Tiberium Age 1.13. It will be a massive multiplayer-oriented update, including new features for Skirmish and especially CnCNet multiplayer. We're aiming to give you the best classic C&C experience available, no less. Let me list some of DTA 1.13's new multiplayer features:

  • Private messaging on CnCNet
  • Colored chat on CnCNet
  • Improved CnCNet UI both visually and usability-wise
  • Lockable games and persistent game lobbies (meaning the game lobby doesn't get disbanded after having a single game unless you wish so)
  • Spectator support
  • Dynamic map preview; starting locations, teams and colors of all players with pre-placed starting locations are now displayed on the preview
  • All windows are now re-sizable, scaling properly from low-resolution netbooks to your shiny new 4K Ultra HD monitor
  • Map previews are now much larger and sharper
  • 4 different themes to select from; Tiberian Dawn, Classic Tiberian Dawn, Red Alert Allied and Red Alert Soviet themes.

That's just the technical part. For gameplay features, we have 81 varied multiplayer maps, 4 different and diverse factions to pick from, and a huge array of multiplayer options that outnumbers every official C&C game and most mods ever made:

  • Crates
  • Short Game
  • Immune Harvesters
  • Re-Deployable MCV
  • Multi-Engineer
  • Destroyable Low Bridges
  • Infinite Tiberium / Ore
  • Replace Tiberium With Ore
  • Harvesters Unload Instantly
  • Stormy Weather
  • Extreme AI
  • Turtling AI
  • Build Off Ally
  • Start Without Shroud
  • Shroud Regrows
  • No Infantry Crushing
  • Disable Visceroids
  • Disable Super Weapons
  • Disable Unit Queuing

For precise descriptions of these game options, please check some of the images on our images section.

We will also be introducing new game modes in DTA 1.13, the most important one being Co-Op Missions. These are singleplayer-style pre-scripted missions, but created for multiple players; just imagine what DTA's current singleplayer missions would be like if you could play them with your friends. If you want to play these Co-Op Missions alone, you can have an AI team mate on some missions, but on other missions it's not going to be much of help. So, we recommend that once DTA 1.13 is out, you grab some friends (or seek for friends on the CnCNet Lobby) and play these missions with real intelligence on your side. Dying together with your friends is always more fun than dying alone, isn't it?

We also have some additional game modes in the works, but you will hear more about them later.

Other than improved CnCNet multiplayer, new game options and game modes, The Dawn of the Tiberium Age 1.13 will also come with some new and improved maps as usual. There's also a large amount of balance changes incoming; to make our multiplayer experience as awesome as possible, we've been playing dozens and dozens of online games with the staff, including both co-op and player-against-player matches. Based on those games, we've done a lot of fine-tuning to the balance of our 4 different sides, and I can say that we're now really satisfied with it.

DTA 1.13 will be released soon. We don't have a habit of giving out exact release dates, but we can say that it'll certainly be within this year, so within the next two months. Until then, stay tuned as we'll be giving out more updates in the meanwhile! On November 4th DTA will turn 7 years old, and we're still going strong!

PS. We just created a Facebook page at If you use Facebook, please like us to help spread the word!

Hello everyone!

Despite being unbrowsable for some people, the activity from this place and its surrounding community still flows with lots of interesting things going on. As I'm lazy today, I've decided to place everything in one news post, so here we go:

-> OpenRA Haloween's Release: Today it is Haloween, although I do not celebrate this thing here. Some people around the world get excited with tricks or treats, such as the guys from OpenRA's game engine, an open source RTS engine that is being used to recreate and improve older C&C games such as C&C95, Red Alert and even a non-C&C game such as Dune2k. Two days ago, they've exposed their excitement with the release 20141029. Here are the main changes since the last official release:


- The Red Alert mod has received a brand new sidebar.
- Improved keyboard shortcut configuration, with new defaults based on Tiberium Wars and Red Alert 3.
- The in-game menu has been completely overhauled, and now includes information on mission objectives.
- A new end-game score screen appears once a game is complete.

And there are smaller changes as well, such as:


- The lobby now prevents players from choosing “cheating” colors that are too similar to 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.
- Servers will now drop players with unresponsive connections to unfreeze stalled games.
- Units will now properly move inside transports, instead of teleporting.
- Tank turrets will now turn to face forward after the unit has finished attacking.
- A number of small balance changes to the Red Alert and Tiberian Dawn mods.
- Many more small bug-fixes and behaviour improvements.

You may download it at their official website and check the whole list of changes at their wiki.

Finally, as a bonus, here's a picture with their progress on the Tiberian Sun mod for OpenRA, with the EMP Cannon:

According to them, Stealth Generator has also been implemented.

-> YR Argentina has an old backup running recently. The site was hacked on september and it has been suspended since then. However, you can temporarily access a backup HERE. The old YR Argentina will also return some day. I just need to catch up with some real life things first that are bugging me to hell. Oh, and yea, I admit: Hyrule Warriors is also delaying me. Damn it, that game is too much awesome!

-> Madin, from Tiberian History modification for Command & Conquer 3: Tiberium Wars, has been posting many interesting and high quality 3D models for C&C3 in our site as well as their 3ds max source files. Check it out:

Soviet Psychic Sensor: W3X version and  3ds max source

USA Sniper Drone: W3X version and 3ds Max and 3ds source files

Phase Transport/Madin's Missile Tank: W3X version and 3ds Max e 3ds source files

China's POW Truck: W3X version and 3ds max and 3ds source files

GLA Quad Cannon: W3X version and 3ds max and 3ds source files.

-> Voxel Format research, yea there is still research on that, regarding some 'unknown' variables on that format. Mostly related to the usage of multiples palettes. The file format accept multiples palettes, although Tiberian Sun and Yuri's Revenge may ignore them. Any support on that and few other unknowns is appreciated.

And that's all for now. I know I'm missing a bunch of news, but I'll try to catch up with more later.

PB5.037 Is now available via the Twisted Insurrection client. This update fixes lots of bugs in campaign missions, adds new features to many others and adds a new mission to the GDI campaign which takes place inbetween GDI Mission 3 and 4 (Yes, it's a base-builder). This means that GDI Mission 3 and 4 have also been updated to compensate for the new mission scenario.

(Click to view the image in actual size)

Please note that due-to complications with this update and adding a new mission inbetween current ones, your progress in the campaign will be lost, if you finish a mission you are already on after updating to PB5.037 you may get "Unable to read scenario" errors, this is because the Map selection file is taking an old version into account rather than the version provided with PB5.037 so you will have to begin the campaign again in order for the game to take the new mission and changes into account. We are sorry about this, but there isn't anything we can do to prevent it.

We have made many changes in regards to the difficulty levels of the campaign and we hope this update (which has been a long time coming, we apologize) is to your tastes.

Check the changelog here:

Good day Commanders and Comrades. Today, I'm making another round of update. With bunch of updates and new voxels as well too! I've also added a short video of gameplay as well showcase of units.

Tesla Cruiser

Ares Robot Tank


Paladin Artillery

Basic Unit and Upgraded Unit.

You can tell the difference between both by the up green arrow symbol seen on bottom left corner of the unit. It represents upgraded unit and have advantages and additional effects. Also, there are upgraded cameos to show that they have been upgraded as well too.

While I can't promise that. I'm tweaking things around and making new units as well too. I'm hoping to release first closed beta testing in December for first voxel vehicles balance phase as well gameplay just for giggle.

And, quick video! Please use Closed Caption for the video.
World Domination Showcase 1

Final War Streaming Schedule
October 25, 2014 - 11:24

Today and tomorrow, during the hours of GMT 4pm to 9pm (sorry if I'm slightly off, I am GMT-5 so I think these are right)I will be holding a stream of me working on CnC: Final War. I will have access to a microphone so I can answer questions and discuss the mod in general.

People interested in watching the streams can find them at I will answer questions from the Twitch channel, and the MO IRC channel. The few who saw the test run yesterday said it wasn't terrible, so come out today and catch some modding!