Comrade General! We have news for you. Reinforcements have arrived from Final Alert 2 YR 1.02 Patches as Final Alert 2 YR 1.02 Patches (02/06/2023) has been recently released by E1 Elite. Final Alert 2 YR 1.02 Patches is a DLL that extends the features and fixes bugs from Final Alert 2 YR 1.02 map editor for Red Alert 2: Yuri's Revenge and also for the vanilla Red Alert 2. Here is what we know about Final Alert 2 YR 1.02 Patches (02/06/2023):

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Final Alert 2 YR v1.02 Patches

Changes (2023-06-02):
- Hotkey updates: Multi-select deselect all with Ctrl+D or Ctrl+Shift+D,
D key is kept as is for the cliff flat-to-ground feature.

Changes (2023-05-30):
- Updated FA2sp (based on develop branch commit on 2023-05-25).
(It includes - Showing building damage/rubble frames based on health,
external file modification detection etc.)
- FAData.ini, FALanguage.ini, and EXE file resource updates.


For further information about Final Alert 2 YR 1.02 Patches, visit its Topic at PPM Forums. You can download Final Alert 2 YR 1.02 Patches (02/06/2023) Here. That's all, folks! Stay tuned at PPM for more news coverage on Final Alert 2 YR 1.02 Patches!

AIClean 6.1 has been released!
Jun 03, 2023 - 02:18
Greetings, Comrade General! G-E has recently reorganized the content his tools at the PPM forums. He has now created topics about each tool at the Community Tools Forum. From there, you can find out more information about TagList, MisTest, SoundCheck, AICheck, SoundClean, MapClean, and AIClean. AIClean, by the way, has been the focus of his work recently, with the release of AIClean 6.1. For your information, AIClean is a TCL script for filtering/simplifying the main rules/art/ai inis. It removes junk, merges objects, and re-writes the ini in an organized manner, with a customizable order as specified in aiclean.cfg. This applies both to the objects themselves and the content of the objects. Here are the updates from AIClean 6.1:

Quote:
Small update AICLEAN 6.1...

There was an oversight that caused [$Include] sections to be discarded even if mergemode was off. It now saves it. Although it doesn't place it automatically at the beginning, maybe that will come in the next update.


For further information about AIClean, visit the Topic at PPM Forums. Download AIClean 6.1. And that's all regarding AIClean for now. Stay tuned at PPM for more news about AIClean!

Welcome back, commander! G-E, the leader of Scorched Earth, has recently posted some of the progress done with the trees from Scorched Earth. For those unaware of what is being written here, Scorched Earth is a modification for Red Alert 2 that does a massive overhaul with the game, although it retains its cannon and most existing units. AI is brutally harder and more challenging. It also features several new civilian assets, and asymmetric multiplayer maps, among other things. Here are the official words about it:

Quote:
Back to doing trees... figure I'll bang out a dozen then move onto buildings.



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

Greetings, Comrade General! Dragon_King has announced a new version of Dragon AI Mod called Dragon AI Mod 1.4 and a spin off called Plus Version 1. Dragon AI Mod is a modification for Command & Conquer Red Alert 2: Yuri's Revenge that tries to enhance the gameplay by following the vision of Dragon_King. This mod is inspired by mods like Extra Hard, VSINI, Mental Omega, and ACBC10. Here are the updates from Dragon AI Mod 1.4:

Quote:
Vanilla Version








1.4 Update Release!

More minor adjustments for the vanilla side. The New Plus version is at the bottom!

-AI adjustment.
-Nerfed Tesla weapons damage against buildings.
-Flak Cannon damage buffed from 40 to 50.
-Minor AI improvement.

Suppose you want to add or don't like anything. Feel free to suggest in the comment. If your reason is sound, I will consider doing it.

Here is a sneak peek into the mod:




Version 1.1 Glowing Rad Cannon and More Garrison Infantry - Mod DB






A Naval Match:




Dragon AI Mod Version 1.3 | AI Naval Test #2 | Red - Mod DB






A Normal Match:




Dragon AI Mod Version 1.3 | British VS Iraq AI Fri - Mod DB






------------------------------------------------------------------------------------------------------------------------------------




Plus Version








Ooo! What's this? Some more toys to play with?

Let us see what our sister version has to offer!

The main star for this release: Sitonai Carrier




Sitonai Carrier (Orca Carryall) Testing | Dragon A - Mod DB






New units! New fun to have!




Plus Version Upcoming Units Testing - Mod DB


For further information about Dragon AI Mod, visit its ModDB Profile. Download Dragon AI Mod 1.4 Here. And this is all for today! Enjoy Dragon AI Mod and provide your feedback about it so it can get better.

Hi everyone! The team behind Phobos has recently released the Build 35 to be tested by the public. 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. Here is the official announcement from Phobos Build 35:

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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 35 is up!

Changes compared to build 34:

Migration info:

  • INI inclusion and inheritance are now turned off by default and need to be turned on via command line flags -Include and -Inheritance.
  • A previous change that made AG=no projectiles unable to fire against ground targets has been reverted. Use new key AAOnly to enable anti-air only mode in conjunction with AA=yes.
  • LaunchSW.RealLaunch=false now checks if the firing house has enough credits to satisfy SW's Money.Amount in order to be fired.
  • CreateUnit now creates the units by default at the animation's height (even if CreateUnit.ConsiderPathfinding is enabled) instead of always at ground level. This behavior can be restored by setting CreateUnit.AlwaysSpawnOnGround to true.
  • The obsolete [General] WarpIn has been enabled for the default anim type when technos are warping in. If you want to restore the vanilla behavior, use the same anim type as WarpOut.

New:

  • AAOnly for projectiles (by Starkku)
  • CreateUnit improvements & additions (units spawning in air, spawn animation) (by Starkku)
  • Option to center pause menu background (by Starkku)
  • LaunchSW.DisplayMoney (by Starkku)
  • Disguise logic improvements (by Starkku)
  • Custom insignias (by Starkku)
  • Upgrade logic to allow altering of SpySat status (by Otamaa)
  • Allow ZShapePointMove to apply during buildup via ZShapePointMove.OnBuildup (by Starkku)
  • UndeploysInto building selling buildup sequence length customization (by Starkku)

Vanilla fixes:

  • Transports with OpenTopped=true and weapon that has Burst above 1 and passengers firing out no longer have the passenger firing offset lateral shift position based on burst index (by Starkku)
  • Light tint created by a building is now able to be removed after loading the game (by Trsdy)
  • Prevented crashing jumpjet units from firing (by Trsdy)
  • Fixed disguised infantry not using a custom palette for drawing the disguise when needed (by Starkku)
  • Reenabled the obsolete [General] WarpIn as the default anim type when units are warping in (by Trsdy)
  • Fixed permanent health bar display for units targeted by temporal weapons upon mouse hover (by Trsdy)
  • Buildings with superweapons no longer display SuperAnimThree at the beginning of the match if pre-placed on the map (by Starkku)
  • AI players can now build Naval=true and Naval=false vehicles concurrently like human players do (by Starkku)

Phobos fixes:

  • CreateUnit now uses the civilian house as the owner instead of the intended owner house has been defeated (this is in line with how MakeInfantry works) (by Starkku)
  • IsHouseColor laser trails on techno now correctly change color when it changes owner (by Trsdy)
  • Fixed Layer.UseObjectLayer=true to work correctly for all cases where the object changes layer (by Starkku)
  • Fixed floating point value parsing precision to match the game (by Starkku)
  • Fixed DetonateOnAllMapObjects.RequireVerses not considering shield armor types (by Starkku)
  • Restored wake animation for debris animations and added WakeAnim for customization (by Starkku)
  • Fixed new AI attack scripts requiring non-zero damage instead of simply being able to target to be able to pick targets (by Starkku)
  • Fixed a crash caused by incorrect values for TilesInSet being parsed from theater INIs (by Starkku)
  • Buildings sold by AutoDeath no longer play a click sound effect (by Trsdy)

Fixes/interactions with other extensions:

  • Fixed an issue introduced by Ares that caused Grinding=true building ActiveAnim to be incorrectly restored while SpecialAnim was playing, and the building was sold, erased or destroyed (by Starkku)


You can test this version of Phobos by grabbing it at GitHub.

You can learn more about Phobos by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. And that's all for now!

AIClean 6.0 has been released!
May 24, 2023 - 02:23
Are you picking this up? Good! Reinforcements have arrived from G-E, leader of AIClean, as AIClean 6.0 has been recently posted by their team. For those unaware of what is being written here, AIClean is a TCL script for filtering/simplifying the main rules/art/ai inis. It removes junk, merges objects, and re-writes the ini in an organized manner, with a customizable order as specified in aiclean.cfg. This applies both to the objects themselves, and the content of the objects. The changes from AIClean 6.0 were announced with the following words:

Quote:
MASSSSSSIIIVE UPDATE!

AICLEAN 6.0...

The first thing is the engine has had a major rewrite for a lot of parts so that sections are now able to be specified in the aiclean.cfg to come first, these would be the declaration lists and other major headers. Then not only will AICLEAN write those sections as specified, but will afterward write each object belonging to those sections in the same order. The only exceptions to this are a few things that get written purposely at the end of rules.ini.

The second major feature is the ability to MERGE inis using the [include] functions. It will not merge nested includes, and it might even crash if you try, so only the first level is supported. The merged data is used as a priority for object code but will remove duplicated tags and do its best to sort out the lists. The resulting inis will no longer have to include sections, and the external inis can be deleted/moved.

As part of these major changes, the aiclean.log will be a lot more verbose, and will explain largely the changes made, but also highlight some problems that need you to resolve. Keep in mind AICLEAN is not really an analysis tool in the way it's architected, it doesn't know or try to guess what is what, and only if it's explicitly declared, or in some cases used, will it know. This means that "orphans" are considered anything undeclared and unused generally speaking, but it also means that you need to check your inis with AICHECK afterward and fix the errors.

This is a very extensive overhaul and although it was tested on SE and GC, it's possible it does weird things on yours. Please leave any feedback, testing has been difficult.



You can find more information about AIClean by visiting the Topic at PPM Forums. Download AIClean 6.0. And that's all regarding AIClean for now. Stay tuned at PPM for more news about AIClean!

Hi everyone! The developers from Chrono Divide have updated their game once again with version 0.45.1. For those who are not acquainted with it, Chrono Divide is a web browser recreation of Command & Conquer Red Alert 2 made by fans. It features Allies and Soviets, allowing you to play skirmish and multiplayer matches. Despite being a browser game, it can be modded. Here is the 0.45.1 changelog:

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Version 0.45.1
15 May 2023
               
Bug fixes

  • Fixed a crash when queuing more than 99 units, if allowed by MaximumQueuedObjects
  • Fixed a crash when there was no space on the map to place the initial starting units
  • Selecting and centering the camera on a unit that is temporarily outside the map boundaries should no longer crash the game
  • Checking line of sight versus units outside the map boundaries should no longer crash the game

               

Improvements

  • Improved parsing of rules.ini array values containing empty elements
  • Infantry with missing sequences in art.ini will now generate a soft warning instead of crashing the game
  • Buildings with missing images will now show a checkerboard placeholder instead of crashing the game


You can find more information about Chrono Divide by visiting the Official Website, and Discord Channel. Play the latest version at the Chrono Divide website. And that's all for now!

Greetings, commander! There is a new version of Notepad++ published under the name Notepad++ v8.5.3. For those unfamiliar with it, Notepad++ is a free and open-source code editor and Notepad replacement that runs on Windows. It supports several programming languages, multiple tabs, plugins, and is based on the powerful editing component Scintilla.

Here are the updates from Notepad++ v8.5.3:

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Notepad++ v8.5.3 bug-fixes and new features:

  • Fix session file data loss issue.
  • Fix Explorer context menu “Edit with Notepad++” needs restarting os to appear issue under Win 8/10.
  • Fix Explorer context menu “Edit with Notepad++” not installed for multiple users issue.
  • Fix Explorer context menu “Edit with Notepad++” double entries in some applications (Winzip).
  • Make Explorer context menu “Edit with Notepad++” translatable.
  • Add the UTF8 character ability for Run & Macro menu.
  • Add hide/show ability of Control Characters (C0 & C1) and Unicode EOL.
  • Fix Change history margin in the black color issue.
  • Improve “Remove consecutive duplicate lines” command performance.
  • Project Workspace “Save a Copy As” confusion issue.
  • Make “Remove consecutive duplicate lines” support more line breaks.
  • Fix the UDL deletion issue.
  • Fix RTL not working on FindInFiles progress window.
  • Fix search results output alignment for large file searches.
  • Several GUI Enhancements.


Note that your Macro and Run commands saved in Notepad++ v.8.5.2 (or older) may not be compatible with the current version of Notepad++. Please test those commands and, if needed, re-edit them.
Alternatively, you can downgrade to Notepad++ v8.5.2 and restore your previous data. Notepad++ will back up your old “shortcuts.xml” and save it as “shortcuts.xml.v8.5.2.backup”.
Renaming “shortcuts.xml.v8.5.2.backup" -> “shortcuts.xml”, your commands should be restored and work properly.


You can learn more about Notepad++ by visiting the Official Website, and Forums. You can download Notepad++ v8.5.3 Here. And this is all for today! Enjoy Notepad++ and provide your feedback about it so it can get better.