Hello, ladies and gentlemen! At Project Perfect Mod, we wish a happy 2025 for all of you! We wish a healthy, peaceful, and resourceful year for every visitor. This last year was a tough one for this site due to server problems, and at the end of the year, I had some sort of burnout: I had to slow down, which is why I am posting this news a bit later than usual. But I am feeling better now with my energies renewed. I have a lot of work in progress in my backlog and I hope to end, at least something of them during this year.: OS BIG Editor code revamp (to support different package files in one and .mix file support), Voxel Section Editor III improvements (your recent request was not ignored G-E), several forum features (especially post reactions), some generative AI projects, among other things and.... my PhD project which I did not finish doing.


2024 for the PPM Community:


In the past year of 2024, I have worked much more to keep the existing things working other than finishing features. I particularly do not remember any forum feature that emerged this year, even behind the scenes. However, there was extensive work to fix the disaster caused by some changes in the PHP settings of the server. Even PPM SVN has gone offline at some point because of it.

Voxel Section Editor III has received 64-bit support and several user experience improvements, while OS .BIG Editor now supports .ZIP files and covers most if not all games from Petroglyph Games.


Future Plans for PPM Community:

This part of the news post will be repetitive toward the previous years because our plans did not change much. We still understand that the PPM community relies on user-created content to keep it fresh, alive, and kicking. The massive news creation allows me to contribute, but this is not enough. We need your posts, created assets, mods, feedback, doubts, etc. So, it is time to update our plans for the PPM Community for the next year and beyond with minor changes. Note that these items do not follow any priority order.


Content:

-> Improve the internal news creation tool to quickly allow the creation of other types of news posts: It would be fun if we had a weekly resume of the attractive SHP, Voxel, 3D, maps, etc. that were submitted in the forums. Also, we need to figure out means to facilitate the conversion of certain external news posts and to import news from Discord, which is quite complicated, to say the least.

-> Create more content for Project Perfect Game: PPG's content needs to cover the game engines that its news posts are covering. Right now, we only have a subset of the content of PPM on it, but the idea is that it will eventually grow into its own thing. We already have the infrastructure to do that. It also needs its own art, buttons, and a few things that will give its own identity.

-> Create Generative AI technologies: Use generative AI to create assets and allow users to generate assets with the restrictions of the games we cover in mind. We should add this kind of tool to Voxel Section Editor III, OS SHP Builder, and other tools.

-> Context-based post content: We plan to add a BB code to allow parts of a forum post to be visible only on forums or only on PPM, PPG, RA2 PPM, TS PPM, or C&C PPM.... or a mix of them. With the creation of the PPM subsites and PPG, we are in dire need of this feature. I'm still trying to figure out the best way to do that without compromising our RSS feeds.


Forums:

-> Re-plan the use of the forum keywords by the users: Right now, when you create a post, you have the option to write some keywords for it. They will only show up if a moderator/admin approves it. But this is definitely a terrible way to use it because keywords will only be useful if they follow some standards. And this is a task for those who organize the forums. So, our idea is to have a fixed set of keywords in each forum that should be allowed to be used, which should affect its organization. I.e., If you want to report a bug from a project, you could highlight the "#Bug" keyword in your topic. If a moderator of the forum eventually fixes your reported bug, it could add a #Fixed to your topic or any other keyword that fits. Then, you could view all topics with #Bug in the forum if you hit the highlighted word at the top of the forum view. Things like that could also be helpful in reducing the number of forums here. Let's say you have a mod. Instead of having a forum for each faction, you could replace it with the use of keywords #GDI, #Nod, #Forgotten, etc. The possibilities are countless.

-> Modernize the forums' user interface: We want to make it become more friendly to browse it with mobile devices. Also, we want to allow posting, editing, and other common tasks to be faster and as comfortable as a chat in Discord. We also plan to bring friendly URLs, HTML5 support, etc...

-> Add reactions to forum posts like what you have in the most modern chat programs.

-> Add multiple participants for Private Messages, transform it into a conversation, and Report this Post to a Moderator: Right now, you can only PM a single person, and this is quite unattractive when you have Discord, Whatsapp and so many other better messaging options. A Report this Post to a Moderator feature requires PMs to multiple participants. Otherwise, the best thing we can do is Report this Post to Banshee. We also need a better mechanism to warn when a PM receives a response.

-> Allow users to create communities in PPM forums that are detached from PPM's forum organization: We want to eventually allow any forum user to create forums without my interference. However, these forums would not show up on the ppmforums.com index, although they would still be publicly accessible if desired by the owner of the community. So, if you have a project, instead of requesting hosting here, you would simply create a forum for it. If it is good enough, we will promote it in our index. Otherwise, it would be ok. Of course it is something that our current infrastructure is not ready to run, and when it becomes available, it would also require a lot of attention in terms of content, security issues, and bugs. This is a long-term plan.


PPM and Subsites:

-> Modernize the sites and subsites: While most of our plans for site and subsites modernization have been implemented, there is one thing left: The ability to show news as we scroll and have each news with a friendly URL that the search engines can crawl.


Modding Tools:

-> Progress with my doctorate project to transform low poly pixel art into highly detailed images: The scope of my Ds.C. thesis is broader than that, but a super-sampling application of it would help us to convert our SHP files into something that could be used in other games and projects.

-> Add Python support: Make sure the existing community tools support Python to extend their functionalities with AI and plugins.

-> Add plugin support: Make sure the existing community tools support external command line tools to extend their functionalities.

-> Progress with VXLSE III's 3D model export feature: This is important if we plan to become a community that modifies or develops 3D games. We have many voxel assets that would be very useful in newer games if we are able to convert them. Don't expect this to be finished at any time soon since I have a doctorate to finish first, and my thesis will be used on this solution (being a small but significant part of it). VXLSE III could also receive a different interface to allow the user to model voxel models in a similar fashion that is done with CAD modelers.

-> Allow OS .BIG Editor to load multiples types of packages in one, receive third-party plugin support, CLI support, API support, etc.


And that's all for now. I hope you have a great 2025 and my PHP let us progress this time!

Catching up: C&C Reloaded 2.6.6!
Jan 02, 2025 - 13:28
Aloha! In the middle of the last month, FS-21, leader of C&C Reloaded, has released C&C Reloaded 2.6.6. For those unfamiliar with it, C&C Reloaded is a classic modification that brings together the Tiberian Sun and Red Alert 2 factions into Red Alert 2: Yuri's Revenge with Ares and Phobos. Here are the updates from C&C Reloaded 2.6.6:

Quote:
Version 2.6.6 released: 2024/12/14
------------------------------

  • GLOBAL CHANGES -
  • Delayed the AI unit production in the major number of GDI & Nod TS missions.
  • Nod Force shields should not appear in Tiberian Sun campaigns.
  • Veinhole strength from 6000 to 3000 (in the Tiberian Sun, it was 1000).
  • Fixed: The "Map Reveal" game option only worked in the first map slot.
  • Fixed: Now, all GDI & Nod AI houses in TS missions will be able to repair bridges.
  • Fixed: In Yuri Resurgence mission 6, the Yuri Statues should be deactivated when the Command Center is destroyed.
  • In the major part of the Tiberian Sun campaigns, the AI unit production has been delayed by 2-4 minutes (depending on the case).
  • In GDI mission 3, "Capture the train station", Titans should be able to hit 2 Nod power plants from a cliff.
  • Fixed: Nod AI was able to build Stealth Tanks GDI mission 3: "Secure the crash site".
  • Fixed savegame name used for saving the GDI mission 4, "Defend the crash site".
  • Fixed in GDI mission 4, "Defend the crash site": the 3 initial dropships have uncontrollable soldiers.
  • Nod AI in GDI mission 5 "Rescue Tratos" never produced units when Tratos was rescued.
  • Fixed bug in GDI mission 5, "Destroy Radar Array", that allowed the spawn of random units using a crate.
  • Fixed the spawn of crates that heal all units in GDI mission 6, "Destroy Vega's Dam", when the Trucks were destroyed.
  • Fixed: Chameleon spy shouldn't be available in GDI mission 7, "Recapture Hammerfest Base".
  • Fixed some water tiles around the main bridge in Nod mission 10, "Destroy the Mammoth MkII Prototype".
  • Fixed bug in Nod mission 11, "Capture Jake McNeil", that prevented, in some cases, the subterranean transport from emerging. Moreover, now only Jake McNeil can enter the subterranean transport to prevent a player's mistake.
  • Now, in the Nod mission 12, "Illegal Data Transfer", only the Chameleon Spy can enter the subterranean transport to prevent a player's mistake.
  • Fixed lots of AI bugs in Nod mission "Sheep's Clothing".
  • Fixed: Sometimes, the aircraft build list was bugged, thanks to the Carryall. Now, instead of building it, you deploy the aircraft from the sky into the battlefield like a super weapon. The cost and build time have been increased a bit.


If you are curious about C&C Reloaded, visit the Official Website, Forums at Revora, ModDB Profile, and Discord Channel to obtain further information about it. C&C Reloaded is downloadable at This Address. And that's all for now! Have fun and enjoy C&C Reloaded!

CnC-DDraw 7.1 has been released!
Jan 01, 2025 - 05:56
FunkyFr3sh, the leader of CnC-DDraw, has recently published CnC-DDraw 7.1. For those who are not acquainted with it, CnC-DDraw is a rendering alternative for old games that uses Direct Draw, making them compatible with newer systems and improving their graphics. You can use it on games like Command & Conquer Gold, Command & Conquer: Red Alert, Command & Conquer: Tiberian Sun, Command & Conquer: Red Alert 2, Carmageddon, Carmageddon 2, Warcraft 2, StarCraft, Diablo, Diablo 2, Age of Empires, Age of Empires II, Theme Hospital, Populous: The Beginning, Outlaws, Dungeon Keeper, Dark Reign: The Future of War, Star Wars: Galactic Battlegrounds, Atomic Bomberman, Dune 2000, Oddworld: Abe's Oddysee, Commandos, Red Baron 3D, F-16 Multirole Fighter, F-22 Raptor, Nox, among others. Here are the updates from CnC-DDraw 7.1:

Quote:
Changelog

  • Fixed a crash in Carmageddon (See proxy-dlls.zip)
  • Updated all proxy dlls to the latest petool version to avoid AV false positives
  • Added support for DOSBox Staging shaders - https://github.com/dosbox-staging/dosbox-staging/tree/main/contrib/resources/glshaders
  • Fixed low FPS issues in Hearts of Iron 2
  • Fixed issues with the FPS limiter in Wine (linux/macOS/android)
  • Screensaver will no longer show up, and monitor doesn't turn off anymore while playing
  • Fixed crashes on game exit when using the X button in the window on older versions of windows
  • Added a workaround for a bug in some Intel HD 4000 drivers
  • Fixed a crash with the OpenGL renderer when no hardware acceleration was available
  • The game speed limiter does now work for GDI games as well (maxgameticks= and limiter_type=4)
  • A lot of bug fixes and improvements have been added, and this release has been tested with far over 100 games (Thanks to McNelly @ Discord!)


The list of newly supported games is huge (over 100 games), and you can see it HERE.

You can check more information about CnC-DDraw by visiting the Official Website. Download CnC-DDraw 7.1 Here. That's all, folks! Stay tuned at PPM for more news coverage on CnC-DDraw!

CnC Rules Editor v2.6.55 is out!
Jan 01, 2025 - 04:20
Welcome back, commander! Deniz Esen has announced a new version of CnC Rules Editor called CnC Rules Editor v2.6.55. For those unaware, CnC Rules Editor is an INI editor for Tiberian Sun and Red Alert 2 modders and mappers. It provides a pretty user interface to make the editing task more intuitive, and it is flexible enough to support modding extension tools such as Vinifera, Ares, Phobos, etc.

Here is a screenshot of an old version of this tool so you can have an idea of what it really is:




The changes from CnC Rules Editor v2.6.55 and a few other versions we missed in these last 2 months were announced with the following words:

Quote:
Changes in 2.6.55

  • VINIFERA: added "RequiredHouses" and "ForbiddenHouses" as Vinifera-Tag


New features in 2.6.53

  • Show a message when a file has unsaved changes
  • Show a message when a file has external changes (and show 'RELOAD FILE FROM DISK' button)
  • Added 'insert' button next to the 'Choose key to insert' dropdown, so we can type the first letter of the key we are looking for in the dropdown.
  • custom techno groups are sorted by group name


Changes in 2.6.52

  • upgraded DTA templates to v13.1
  • small bugfixes


For further information about CnC Rules Editor, visit the Official Website, and Discord Channel at C&C Mod Haven. You can download CnC Rules Editor v2.6.55 Here. And this is all for today! Enjoy CnC Rules Editor and provide your feedback about it so it can get better.

Howdy! It is time to catch up on some old news, as reinforcements arrived a couple of weeks ago from Vengi as Vengi 0.0.34 has been published by mgerhardy. For those unaware of what is being written here, Vengi is a voxel engine that contains the VoxEdit, which is a voxel art editor that supports several volumetric pixel file formats, such as Command & Conquer vxl, Minecraft, Quake 1 bsp, Ace of Spades vxl, as well as some other voxel editors such as Goxel and MagicaVoxel. Here is the official announcement from VoxEdit's staff about Vengi 0.0.34:

Quote:
Changelog

A more detailed changelog can be found on github.

Join our discord server.

See the documentation for further details.

Known issues.

0.0.34 (2024-XX-XX)

General:

  • Fixed invalid UV coordinate handling when importing meshes to voxelize them
  • Added support for paint.net palettes
  • Added support for Adobe Photoshop ACO palettes
  • Added support for bbmodel Blockbench format
  • Added support for vxb Sandbox Block format
  • Fixed a few errors in the lua bindings of the g_import global
  • Extended the lua api (g_sys, g_io)
  • Fixed nameless, embedded textures in glb
  • Fixed off-by-one in voxformat_voxelizemode 1
  • Fixed missing axis flip for md2 scale and translate value imports
  • Added support for Quake1 mdl files
  • Added support for exporting and importing to and from png slices
  • Added support for Autodesk 3ds files
  • Support for loading normals for voxelization (mesh formats) and for voxel formats (vxl)
  • Fixed vxl saving for negative coordinates
  • Split file dialog options into a new separated dialog
  • Added new lua scripts (game of life, mandelbulb, smooth)
  • Added support for Pixelorama palette

VoxConvert:

  • Removed --image-as-XXX parameters (now part of the png format)
  • Removed --colored-heightmap (this is auto-detected in the png format now)

VoxEdit:

  • Allow to change the local directory for the asset panel
  • Add more online sources to the asset panel
  • Added support to apply a checkboard pattern to your voxels just for rendering
  • Improved handling for max allowed voxels
  • Disable undo/redo for model changes if you exceed a max suggested model size
  • Disable autosaves for model changes if you exceed a max suggested model size
  • New brush type to project textures into sub areas or on surfaces
  • Added an FPS option for the animation timeline
  • Added normal palette panel
  • Fixed missing memento group for merging nodes
  • Improved undo/redo for lua script changes on the scenegraph
  • Added a slice mode to only show a particular height level of your volume
  • Don't place invalid colored voxels in group lock mode
  • Render forward direction in the viewport


You can check more information about VoxEdit by visiting the Topic at PPM Forums, Official Website, and Discord Channel. Download Vengi 0.0.34 Here. And that's all for now! Have fun and enjoy VoxEdit and Vengi!

^Rampastein, the leader of C&C World-Altering Editor, has been busy working on C&C World-Altering Editor during our silence. The latest release is v1.3.5, which came out over a week ago. For those who are not acquainted with it, C&C World-Altering Editor is a map editor for the Command & Conquer Tiberian Sun Red Alert 2, and its expansions. It originally started as a map editor for Dawn of the Tiberium Age. The changes from C&C World-Altering Editor v1.3.5 were announced with the following words:

Quote:
Minor update for rendering fixes and new functionality.

  • Made it possible to move base nodes with the base node management tool
  • Added support for DrawFlat=yes for overlay types, meaning Tiberium, Ore, and similar overlay will never overlap units anymore
  • Fixed overlay shadows using the wrong frame
  • Fixed depth rendering of large overlays that overlap multiple cells
  • (DTA) Fixed depth rendering of large terrain objects such as impassable bush and tree groups


Before C&C World-Altering Editor v1.3.5, the version 1.3.4 was released with the following changelog:

Quote:
Small maintenance patch.
  • Added "Repeat Last Connected Tile" keyboard command and menu option, defaults to Ctrl + D
  • Changed default hotkey of "Place Connected Tile..." keyboard command from Ctrl + D to Alt + D. This matches the terrain generator where repeat is Ctrl + G and configuration is Alt + G
  • Fixed a bug where the active house was not always displayed as the owner of the object in the object placement preview
  • (RA2/YR) Removed "None" item from the string selection window. This also fixes a bug where WAE would crash upon selecting said item. If you want to close the string selection window without selecting an item, press X on the upper-right corner of the window
  • (RA2/YR) Fixed a bug where parameters of action 125 were written incorrectly

    • For modders: this was fixed by adding support for the BuildingName trigger parameter type

  • (RA2/YR) Fixed bugs in several trigger actions where the waypoint parameter was written incorrectly



You can find more information about C&C World-Altering Editor by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Download C&C World-Altering Editor Here. And this is all for today! Enjoy C&C World-Altering Editor and provide your feedback about it so it can get better.

Hello everyone! I am deeply sorry for the recent silence. There were too many things going on at once in my real life, and eventually, I spent several days in a place where I could not plug my laptop into the power without frying the plug. Then, I had to use the laptop for critical matters only, such as survival at the place I was. Anyway, I have returned home today, and I am now able to resume our news posting here.

And let's get started with a piece of fresh news. A new version of Phobos, known as Phobos Build 45, was posted moments ago by their development team. For those who are not acquainted with it, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. The changes from Phobos Build 45 were announced with the following words:

Quote:
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with fewer stability guarantees.

Phobos development build 45 is up!

Changes compared to build 44:

Migration info:

  • Critical hit animations created by Crit.AnimOnAffectedTargets=true Warheads no longer default to AnimList.PickRandom if Crit.AnimList.PickRandom is not set.
  • Units.DisableRepairCost was changed to Units.UseRepairCost (note inverted expected value) as it no longer has a discrete default value and affects Hospital=true buildings. Infantry does not have repair costs by default.

New features:

  • CreateUnit on AnimTypes extension to any unit (vehicles, aircraft, and infantry) (by Starkku)
  • AttachEffects updates (by Starkku)

    • DiscardOn=firing for AttachEffects
    • Cumulative refresh options for AttachEffects
    • ExpireWeapon.TriggerOn=discard
    • Allow restricting whether AE ArmorMultiplier is applied to damage dealt by specific Warheads

  • Reimplemented Airburst & Splits logic with more customization options (by Starkku)
  • Buildings considered as destroyable pathfinding obstacles (by Starkku)
  • Customizable animation visibility settings (by Starkku)
  • Combat light customizations & Light flash effect toggling (by Starkku)
  • Unit repair customization for buildings (by Starkku)
  • Toggle to disallow buildings from providing build area during buildup (by Starkku)
  • Allow customizing which building types provide build area for a building (by Starkku)
  • Scorch / Flamer fire animation customization (by Starkku)
  • Warheads parasite removal customization (by Starkku)
  • Allow infantry to use land sequences in water (by Starkku)
  • Allow customizing charge turret delays per burst on a weapon (by Starkku)
  • Allow customizing subterranean movement speed and allow parsing floating-point Speed values (by Starkku)

Vanilla fixes:

  • Removed the 0 damage effect from InfDeath=9 warheads to in-air infantries (by Trsdy)
  • Fixed damaged aircraft not repairing on UnitReload=true docks unless they land on the dock first (by Starkku)
  • Certain global tileset indices (ShorePieces, WaterSet, CliffSet, WaterCliffs, WaterBridge, BridgeSet and WoodBridgeSet) are now correctly parsed for Lunar theater (by Starkku)
  • Fixed radiation timer after load game (by Trsdy)
  • Follower vehicle index for preplaced vehicles in maps is now explicitly constrained to [Units] list in map files and is no longer thrown off by vehicles that could not be created or created vehicles having other vehicles as initial passengers (by Starkku)
  • Fixed objects with ally target and AttackFriendlies=true having their target reset every frame, particularly AI-owned buildings. (by Starkku & Trsdy)
  • Power on  Drive/Jumpjet/Ship/Teleport locomotors when getting unpiggybacked (by tyuah8)

Fixes / interactions with Ares:

  • Weapons fired by EMPulse superweapons without EMPulse.TargetSelf=true can now create radiation (by Starkku)
  • Append Ares' SW.Shots usage to Phobos' extended tooltips (by Trsdy)
  • Fixed Ares' Abductor weapon leaving permanent placement while abducting moving units (by Trsdy)
  • Suppressed Ares' swizzle warning when parsing Tags and TaskForces (typically begin with [Developer fatal]Pointer 00000000 declared change to both in debug.log). (by Trsdy)
  • Align Ares' CellSpread mechanism (for AttachEffect/EMP/IronCurtain wh) with Phobos' (by Trsdy)

Phobos fixes:

  • Fixed AE movement-based discard conditions to not consider jumpjet idle hovering as movement(by Starkku)
  • Fixed Nonprovocative not suppressing warnings on shielded objects (by Starkku)
  • Fixed LaunchSW.IgnoreInhibitors and SW.Next.IgnoreInhibitors overriding corresponding IgnoreDesignators settings (by Ollerus)
  • Fixed FactoryPlant.Allow/DisallowTypes not working with LimboDelivery (by Starkku)
  • Fixed FactoryPlant.Multiplier calculating results wrong for type-restricted FactoryPlants (by Starkku)
  • Allow Strafing. Shots to affect actual spy planes (by Starkku)
  • Fit tooltips background effects beyond the sidebar (by CrimRecya)
  • Fixed Crit.AnimList interaction with AnimList.CreateAll (by Starkku)
  • Fixed infantry SecondaryFire / SecondaryProne sequences being displayed in water instead of WetAttack (by Starkku)
  • Minor performance improvements for turret shadow (by Trsdy)
  • Fixed incorrect counter update for limbo-delivered buildings with AutoDeath.XX.AllowLimboed (by CrimRecya)
  • Prevent Phobos warhead effects from affecting units being warped out (by Trsdy)
  • Use country index for Phobos trigger events and actions like the vanilla game did (by handama)
  • Fixed subterranean locomotor issues from Build 44 (by Starkku)
  • Potential fix for rare crash with Scorch/Flamer on 1 frame animations (by Starkku)


If you are curious about Phobos, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven to obtain further information about it. Phobos is available for download Here. That's all, folks! Stay tuned at PPM for more news coverage on Phobos!

Welcome back, commander! Welcome back! PPM SVN is back from the dead! All we need is patience, young Jedi, because things get fixed.... in this specific case, by the Dark Lord of the Sith, which was the username that Phil was known at the Revora Forums.

With the SVN, our programs such as OS SHP Builder, Voxel Section Editor III and OS .BIG Editor works again! And you can download the latest beta versions of these programs, which may include 3D model export support for Voxel Section Editor III to .ZIP files support for OS .BIG Editor.

Now we can resume our progress with our tools! Expect good things soon!