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!



About PPM SVN's downtime!
Nov 02, 2024 - 15:47
Hello everyone! For those trying to download the latest beta versions of OS SHP Builder, Voxel Section Editor III, and OS .BIG Editor or using the auto-update/install from OS SHP Builder and Voxel Section Editor III, we have temporary bad news for you. PPM SVN will be down for some time until we figure out a fix for it.

Recent changes on the server admin software forced us to change some PHP settings in the server, and the changes prevented some critical code of any subversion software from being activated by PHP. I am looking for alternatives. If everything else fails, I will have to surrender to GitHub, but that would destroy the auto-update/install tool.

Sorry for any inconvenience this may cause. It is causing me a big headache already. I'll mirror the latest beta versions of these programs in PPM in the next hours.

CnC-DDraw 7.0 has been released!
Nov 02, 2024 - 15:13
Aloha! FunkyFr3sh, the leader of CnC-DDraw, has been busy recently in order to post CnC-DDraw 7.0. 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 official words about CnC-DDraw 7.0:

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Changelog

  • All proxy dlls were rebuilt using petool and should have a better compatibility now (See proxy-dlls.zip)
  • Added support for Diablo II: Lord Of Destruction 1.14d (See proxy-dlls.zip)
  • Fixed slow game start in older versions of Diablo II: Lord Of Destruction (See proxy-dlls.zip)
  • Added support for Balls of Steel v1.2 (See proxy-dlls.zip)
  • Added support Final Liberation: Warhammer Epic 40000 [GOG Version] (See proxy-dlls.zip)
  • NexusTK can now be started multiple times (See proxy-dlls.zip)
  • Does now support more games without the need for compatibility modes (fixed privileged instruction crash)
  • Added new .ini setting "center_window=" to optionally center window to screen when the game changes the display resolution
  • Fixed a bug with the OpenGL renderer on VMware Windows XP virtual machines
  • Does now support Windows ME (see cnc-ddraw_legacy_WindowsME.zip)
  • Fixed an error message in cnc-ddraw config.exe on Windows 2000
  • Fixed stuttering in Captain Claw (and possibly some other games)
  • Window can now be resized on Linux and macOS
  • Window can now be maximized on Linux and macOS
  • Updated the Worms Armageddon preset and added a Wiki entry for it
  • New .ini setting "keytogglefullscreen2" to toggle windowed with a single key press
  • New .ini setting "keytogglemaximize2" to toggle maximize with a single key press
  • Added a preset for Age Of Wonders 1
  • Added a preset for Hooligans: Storm over Europe
  • Fixed a bug with downscaling that happened when integer scaling (boxing=true) was enabled
  • Fixed a bug where games would still react to keyboard input despite being in the background
  • Added support for TianLong BaBu


You can learn more about CnC-DDraw by visiting the Official Website. Grab the latest version of CnC-DDraw by clicking Here. And this is all for today! Enjoy CnC-DDraw and provide your feedback about it so it can get better.

Greetings, Comrade General! The crew from Red Counter Strike has been working hard these days, and they have just shared some of their progress. Red Counter Strike is a modification for Red Alert 2: Yuri's Revenge with Ares that brings the vision of the mod's author into the game. That means, among other things, more realistic military hardware from the Cold War era while maintaining the wacky technology from Red Alert 2, such as the prism, the tesla technology, etc. It also enhances the armor system, thanks to Ares, providing more combat roles for units, increasing the complexity of handling an army, and increasing the need to mix different units in battle. Here is what you need to know about the progress on Red Counter Strike:

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With the unit roster pretty much squared off, this is one of the very few units left that was intended to be added, as I am currently in the silent development phase, and I cannot show more than I did already (I don't want to spoil the surprises)

The A-10 warthog takes the role of anti-ground and anti-structure heavy attacker. It uses its main GAU-8 Gatling gun against all ground targets to devastating effect, strafing the enemy with a concentrated area of effect fire. For structures, it uses its modified AGM-65 mavericks to do the job.

The attacker has 3 ammo-to-fuel ratio, which makes it a good loiter aircraft. It is also heavily armored and can take a lot of AAA and SAM punishment, but concentrated fire will bring it down. Use them carefully

It's worth noting that this aircraft is available for the USA, Japan, and South Korea. The rest of the allied nations use the venerated A-6 intruder.

Credits go to Crazy Bird for the voxel base and myself for editing.


If you are curious about Red Counter Strike, visit the ModDB Profile to obtain further information about it. And that's all regarding Red Counter Strike for now. Stay tuned at PPM for more news about Red Counter Strike!

Hello everyone! For those who visited our site since the end of July, we apologize for the "downtime" of some of its features, such as the News Tracker. A PHP upgrade in the server has caused some major havoc in the way we used cron jobs. We had two different PHP versions running our scripts and a very hard time to debug one of them. However, I have found out a way to use only one again, and this has fixed every scheduled task here. So, things like PPM News Tracker, the news posts from the main sites and subsites, as well as the content of the site will now be as updated as it used to be before this mess. Not to mention that our ability to track the latest news around the community was also recovered with that fix.

That is it in terms of updates about our site. Regarding other projects, we had:

- Dawn of the Tiberium Age updated to 1.3.1.4 that fixed a problem where the game didn't display descriptions when hovering over sidebar icons.

- Voxel Section Editor III 1.4 Beta (Build 293) fixes the splash screen and emphasizes X as lateral, Y as height, and Z as depth in more forms of the program.

Greetings! Reinforcements have arrived from C&C World-Altering Editor as C&C World-Altering Editor v1.3.3 has been recently released by ^Rampastein. 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 v1.3.3 were announced with the following words:

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Bugfix release.

Common changes

  • Default HouseType color has been changed from black to white (mainly concerns HouseTypes/Countries that have no section in the map file)
  • Fixed bug where turret animations were locked to a specific facing
  • Fixed default tech level of generated standard houses to be 10 instead of 7

RA2/YR specific

  • (YR) Added support for Marble Madness graphics for some NEWURBAN tiles. These graphics reuse URBAN Marble Madness tile graphics, meaning some of them are incorrect, but it's better than not having Marble Madness mode graphics at all. FA2 also does the same
  • (RA2/YR) Countries are now written to the map starting from ID 0 instead of using the number of countries in rulesmd.ini as the first ID
  • (RA2/YR) Fixed a bug where sections for countries modified in the map were not written if the map had no custom countries added
  • (RA2/YR) Fixed missing linebreak between "Waypoint" and "TransportWaypoint" in the hover-on info panel of the TeamType selection window


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. C&C World-Altering Editor is available for download Here. And that's all for now! Have fun and enjoy C&C World-Altering Editor!

Reinforcements have arrived at C&C World-Altering Editor. ^Rampastein has recently made C&C World-Altering Editor v1.3.2 available for download. I mean, I took long enough to mention 1.3.0, and bang! On the following day, the project is on fire with more improvements! But that's great. Keep in coming! For those unaware, 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. Here are the updates from C&C World-Altering Editor v1.3.2:

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Hotfix release. Fixes a crash when a building animation shape was null.


And 1.3.1, where the real changes happened:

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This release mainly improves WAE's scripting capabilities.

  • (YR) Added support for Ares scripting elements
  • Added sort buttons so TaskForces, Scripts, TeamTypes and Triggers windows
  • Added search and sort options to the TaskForces window
  • Added "View References" context menu option to TaskForces, Scripts, and TeamTypes windows
  • Added per-item context menu to Triggers window
  • Added "Recent files" list to the main menu
  • Added map error check for a trigger pointing to a house type that does not exist
  • Added name of offending file to error thrown when WAE fails to load a TMP file
  • TaskForces are now colored according to the team that uses them, if any
  • Added support for AITriggers to scripting element ID regeneration
  • Fixed scripting element ID regeneration to remap old IDs to new IDs for trigger event and action parameters
  • Fixed a bug where the list was not always scrolled to view the newly added element when creating new TaskForces, Scripts, TeamTypes, or Triggers if scripting elements had been deleted previously
  • Fixed a bug where building animations were sometimes overlapped by the building
  • Removed sort options from the context menu in Scripts, TeamTypes, and Triggers windows (replaced by sort button instead)


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. C&C World-Altering Editor is available for download Here. And this is all for today! Enjoy C&C World-Altering Editor and provide your feedback about it so it can get better.

Brotherhood, unity, and peace, ladies and gentlemen! A new version of Voxel Section Editor III has been released a while ago by yours trully. For those unaware, Voxel Section Editor III is a software that allows users to edit volumetric models (voxels) from games like Command & Conquer: Tiberian Sun, Red Alert 2, and OpenRA. The latest beta version can interact with 3ds2vxl to import 3ds models. It can export smooth models as .OBJ with texture or as .PLY using the 3D Modelizer tool. It also includes an advanced Auto Normals generator tool. Here are the updates from Voxel Section Editor III 1.4 Beta (Build 291):

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Hello everyone!

I've been fixing several bugs that I have been tracking in the program, or someone has reported, such as:

- Added an auto-normals button at the toolbar.
- Fixed Invalid pointer operation when saving GIF files.
- Modified voxels are not being saved on the user's request when starting a new one or opening another one.
- Fixed a range-check when you go to View -> Spectrum -> Show Used Colors/Normals.
- Voxel Section Editor III remembers the last used palette when you open it.
- Updated the community links


You can learn more about Voxel Section Editor III by visiting the Forums at PPM, and Official Website. Download the latest version of Voxel Section Editor III Here. That's all, folks! Stay tuned at PPM for more news coverage on Voxel Section Editor III!