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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.

Quote:
- 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


Rewire Update #14
July 29, 2014 - 02:44
Update #14

You may have noticed that the Rewire team members have talked about OpenRA lately and not really even mentioning the Yuri’s Revenge version of the mod.
Despite the fact we are porting Rewire to OpenRA, Rewire for Yuri’s Revenge has NOT been canceled. :]
Almost all work done for the OpenRA version of the mod are compatible with Yuri’s Revenge so both mods will use the same assets with the exception of the transparent and alpha based lighting effects, which due to lags caused by alpha images, can’t be added to the YR version of the mod. :’(
As of yesterday we have worked on various assets, Gangster worked on making the active animations and I worked on a few buildups, together we also worked on various special effects.










At the same time we have been playing around with the OpenRA version of the mod, checking out the features, as well as the undoubtedly beautiful voxel rendering



Earlier today I brought upon a discussion on the Mental Omega IRC channel about the cameos.
Apparently there are people that prefer a TS like background, some that prefer the new digital BG I made, and some that prefer a actual background, so would be nice to hear what you prefer and maybe get on a common ground on this subject.


Think that about wraps it up for now.
tomsons26lv

OpenRA July 2014 Release!
July 23, 2014 - 06:53
The latest stable release of OpenRA is now available. OpenRA is a RTS game engine that comes with 3 mods that recreates (and improves) Red Alert 1, Tiberian Dawn and Dune 2k. The July release is a small improvement of the latest playtests that were released. When compared with the previous June release, here's a small changelog:


- The RA and TD game music can now be downloaded and installed from the in-game music player.
- Capturing enemy structures in RA and TD will now let you build units from their faction.
- The maximum tech level can be configured in the lobby options.
- Fixed a number of crashes that were introduced in the last release.
- Fixed issues that occurred when installing from CD.
- Improved performance and memory usage.
- Improved scroll-panel behaviour.
- Added an option to lock the mouse cursor inside the game window.
- Multiple players can now repair a building at an accelerated rate.
- Added engine support for diamond-shaped (“isometric”) terrain (an important milestone for the upcoming TS mod).

The complete changelog is available at their wiki.



Now you can build enemy buildings and units when you capture an enemy building.


Head to the official OpenRA website in order to download it and play it. Have fun!

Doom Desire 2014 Update
July 22, 2014 - 13:46
And again, over half of a year has passed since the last news update of Doom Desire. This time i worked solely on Vintarids, although everything took me much more time than i thought it would...

Some people always held the belief that an advanced civilisation can't be malevolant or stay in a permanent state of war, as otherwise it would destroy itself. "Our space brothers" were supposed to have left all wars behind them long time ago.
When they finally came, the truth ended up worse than nightmares created by Hollywood. Not only they seemed to deliberately torture and torment humans, but they were also proven to be impervious to gunfire, as if bullets went through them. Some even started to believe that the invasion is just a grand-scale illusion and everyone is just hallucinating.
Still, for all but the most delusional ones, it was very clear that humanity just became an endangered specie.



Vintarid Rethan Assimilator Hovering slightly above the terrain, Rethans sweep over the ground with their tentacles, absorbing energy from any living being that comes nearby. They are also capable of absorbing Crystalline.


Vintarid Kerzer Frayer Kerzer is the main ground infantry support unit for the Vintarids. Very durable for their appearance, they are still expendable and should be expected to see in large numbers.


Vintarid Dedara Retriever Ever since the Vintarids appeared, people in remote settlements started to disappear, never to be seen again. Few of those that remained told stories about trees that grew up during a night, only to disappear few days later, with whole families gone missing.


Vintarid Cleaver With the Vintarid assault came strange meteorites that either exploded inair, razing everything below, or fell to the ground where they grew a strange, tentacle-like appendage.


Vintarid Base Defences Retaking locations conquered by the aliens proved to be a task that only Essence is capable of, but even for them, it's not an easy one. Not only the aliens always seem to be aware of any incoming attack, they are also impossible to take by surprise. Any attempt to assault their position ends up with the attack force stopping to respond to orders, and either vanishing forever, or turning against their former allies.

There's also a video of them in action.




For the end, I decided to post some WIP civilian units, but untextured for now (just so you know how many of them are planned).


Until next time.



After two years of hard work, Public Beta 5 is finally released! After lots of hard work, there has been an incredible amount of work done to Twisted Insurrection since the release of Public Beta 4 back in late 2012, the mod is almost unrecognizable from all of it's previous releases and feels much more complete and polished than ever before. For all downloads, installation instructions and information etc. Please head on over to the official Download Thread here on Project Perfect Mod!

- What is Twisted Insurrection? -
Twisted Insurrection is a stand alone modification of Tiberian Sun, meaning you don't need to own Tiberian Sun to play. The mod features a completely new in-depth story-line which puts you in an alternate timeline where the Brotherhood of Nod were victorious during the first Tiberian War rather than GDI; After the Brotherhood used the Ion Cannon to destroy an irreplaceable monumental structure, the Global Defense initiative lost all UN support leaving them in total disarray. This is where our story begins.

Along with the complete overhaul and replacing of the original games graphics and having it's own all new soundtrack, Twisted Insurrection brings you all new units, infantry and naval forces to command as either The Brotherhood of Nod or the Global Defense Initiative in both singleplayer and multiplayer missions along with all new structures and base defenses to build as well! The mod also introduces the GloboTech corporation and contains all new campaigns for both GDI and Nod, plus some additional bonus challenge missions and several hidden maps so there is always plenty more to play. TI also features all new game-modes such as Survival, Twisted Dawn and Checkpoint Mode and has over 100 multiplayer maps to play either online or in skirmish mode.

Do you have what it takes to drag the shattered Global Defense Initiative out of ruin? Or will you crush all who oppose the will of Kane and his Inner Circle? The choice is yours commander.


 


- Public Beta 5 Features -

Public Beta 5 features a huge handful of new things to offer to the players, both singleplayer and multiplayer! The new client created by Rampastring and shared with Dawn of the Tiberium Age allows preset starting locations and teams, similar to how the game is set up in Yuri's Revenge, missions have been reworked and many, many more have been added to the mixture, new game modes and much more! Small handful of some noteable features are:

  • Windows 8 Support
  • All new Skirmish/Online set-up Options
  • Completely Standalone (No CD/TS Required)
  • A new in-depth story-line
  • Completely revamped graphics
  • Additional Skirmish Modes such as Twisted Dawn, Survival and Checkpoint
  • Over 40 new single-player campaign missions
  • Over 100 new multi-player maps
  • Smoothest ever game-play
  • Excellent online game-play
  • Official CNCNet Support
  • All New Units
  • All New Structures
  • Enhanced Skirmish and AI
  • Custom cinematics
  • An all new Original Soundtrack
  • Over 1300 changes since Beta 4!






Please note that this is a Public Beta and not a final release, meaning that bugs and errors are a possibility. We are always looking for feedback and thoughts from the fans and the players so if you have any thoughts, ideas or want to report any errors you have come across, please feel free to share them with us! Thank you, and we really hope you enjoy the mod!

As many players from Generals, Zero Hour, Tiberium Wars, Kane's Wrath and Red Alert 3 reported today, the official online gaming service for these games is no longer functional.

But don't worry: you can still play these games online. It's time to move to C&C: Online. The online replacement for GameSpy that is officially supported by PPM.

And it's not hard to do that. All you need to do is to follow the video guide below from Sybert:








You can find out more information about it at C&C: Online Official site, as well as download the launcher there.

Fo those who use GenTool, just be a bit more patient, since its compatibility with C&C: Online is being worked on and it should be sorted soon.

OpenRA Playtest-20140709 has been released. This is their first july release candidate and they are expected to release an official OpenRA version in this month. This version includes some interesting changes, such as:


- The RA and TD game music can now be downloaded and installed from the in-game music player.
- Capturing enemy structures in RA and TD will now let you build units from their faction.
- The maximum tech level can be configured in the lobby options (TD only in this playtest).
- Added an option to lock the mouse cursor inside the game window.
- Fixed a number of crashes that were introduced in the last release.
- Improved performance and memory usage.
- Added beacon images for the RA spy plane, paratroopers, and parabombs.
- Multiple players can now repair a building at an accelerated rate.
- Added engine support for diamond-shaped (“isometric”) terrain (an important milestone for our TS mod).


Beacon images for RA spy planes, paratroopers and parabombs.


Head to OpenRA's official website to download the latest playtest. The full list of changes compared with the June release is available at their wiki.



By the way, if you paid attention to the list of features above, you might have noticed the diamond shape 'isometric' support, that should be used for their upcoming Tiberian Sun Mod. Here's a picture of their progress so far:



The main problem with the full game download pack of the C&C95 v1.06 patch has always been the lack of videos. Well, two years after the last patch release, this issue is finally addressed.

The downloads section of the ModDB page of Project 1.06 now contains video packs for English, French and German. On top of that, the addons section has video addon packs which can be added to the game on top of the main videos pack, which allows the game to switch videos as you switch to a different language.

One of these video addon packs, notably, is the Spanish one, made to accompany the Spanish language pack. It contains subtitled versions of the English videos, created by wolfstain:
 

 
More information can be found in the news article on ModDB.