Comrade Generals! The developers from Red Counter Strike have recently shared some bits of the recent progress on their project. 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 are the official words about it:

It's high time that an article series is made to cover the tech structures and other civilian tech assets that will be newly introduced to the Red-Counter Strike mod.

When making these assets (made by Yuri_Prime), I thought it would be a good idea to give the players and then future mappers a good chunk of material to play with in the map editor and in-game. Not only that, but it also introduces an Economy configuration system that the player gets to choose from in the game lobby menu before starting the game. Now, without further ado, let's begin:

  • Tech Power Plant and Tech Advanced Power Plant:

First, some of the tech power support structures. Wanting to remain faithful to the original Command & Conquer titles, the Tiberian Dawn era power plant has been introduced to the mod. Its functionality is basic; it provides the player with a power output of 350 units.

The upgraded version of the normal powerplant gives the commander a better boost of power output. It gives 500 power units.

A further expansion to the civilian industrial assets was needed, in my opinion. As a Modder, I found the original title, although having a good variation of functionally distinct tech structures, I never shook off the feeling of needing to have and wanting more variety.

  • Tech Ore Silo and Oil Silo:

Old-New structures, unlike the Tech Oil Derrick, both structures will give the same amount of income that Oil Derrick gives but it takes more time per credit transfer. Both give about 10$ every 20 in-game seconds as opposed to oil derrick that give 10$ each 10-ingame seconds. However, where the silos shine (quite literally and no pun intended) is that they give twice the initial capture resource, oil derricks give 1000$ on capture; the silos give 2000$ on capture.

A minor difference between both buildings is that the oil silo explodes violently upon destruction.

So be careful when stationing or deploying units around it or near it.

  • Tech Ore Refinery:

A trans-era ore refinery is your go-to structure to capture if you need another ore processing point, as the name suggest it functions like normal ore refineries but with two added benefits, it will give the commander 2000$ credits on capture since it has stored ore inside. The second benefit is it will give the commander a free tech ore miner (Made by Crazy_Bird) every 15 in-game minutes and on top of that; upon capture a free miner is granted before the next one is sent thus helping the commander of mining more ore resources in the long run.

  • Tech oil Refinery:

Inspired by some of the civilian assets from Command & Conquer Generals, the tech oil refinery is the better oil derrick. Upon capture it grants 3000$ credits for the commander, also it gives 30$ each 10-ingame seconds. Again, keep in mind this refinery will explode violently, even more than the normal oil derrick or oil silo. However, it's sturdier than other oil related structure assets.

  • Tech Power Transformer Station:

A unique structure that has been added to the roster. Although it gives no power, it boosts the power output of all powerplants the commander has by 15% making it a very useful asset for commanders who need extra power to be produced. The power boosting capability is all thanks to PHOBOS logic expansion to make the logic exist and the power boosting happen.

For the Economy Configuration system, the reason for its addition is that I want players to have rudimentary control of the credit values in-game. That said, I did not want to ruin the mod's fun aspects nor tamper with the original game's values to not ruin the experience either.

Alright, here is an explanation of the following:

    • Standard: for those who are seeking a slow-paced game with methodical approach whilst training limited units to get the job done. This is technically what is intended for the mod. It will be a little challenging to get to the ten thousand credit mark, but doable.

    • Enhanced: same as standard but the tech structures and eco-boosters are enhanced to be actually a lot important to capture / construct. For those who want a little more economy boost in the game.

    • Vanilla: Red Alert 2 standard mark, ore/crystals/diamonds values are further enhanced to match the economy style of the vanilla game. For those who want a quicker fast paced game being able to build more units, relying less on the slow methodical approach.

    • Augmented: For casual players who just want to have fun and ditch the whole methodical approach. all values are further enhanced, have fun.

Now here is an example difference between the standard and vanilla configurations:

Note: vanilla game default speed is set at fast (30 FPS).

Alright, that is all for today. Stay tuned for the next update. Until next time !

You can find more information about Red Counter Strike by visiting the ModDB Profile. And that's all regarding Red Counter Strike for now. Stay tuned at PPM for more news about Red Counter Strike!

One vision, one purpose! ^Rampastein, the leader of C&C World-Altering Editor, has been busy recently in order to release C&C World-Altering Editor v0.9.9. For your information, 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 is the official announcement from C&C World-Altering Editor's staff about C&C World-Altering Editor v0.9.9:

World-Altering Editor v0.9.9
Major update with new features, bug fixes, and significant performance improvements. Possibly the last one before version 1.0.

Contributors: Rampastring, Morton, ZivDero

Changes compared to v0.9.8:

  • Added support for previewing global map lighting. You can do this by changing the Lighting Preview mode in Edit->Lighting. Does not yet support light posts. Support for them is currently planned for later this year
  • Implemented paletted rendering of objects. This slightly reduces the editor's VRAM consumption and makes it possible to implement support for previewing map lighting
  • Massively optimized VRAM use of voxels by between 90% and 95% for a typical RA2/YR voxel model
  • Implemented rendering of building upgrades
  • Added support for rendering building bibs in the sidebar building preview
  • Added a button for opening the trigger related to a team's attached tag to the TeamTypes window
  • Added a map load error check for a house having an invalid base node
  • (RA2/YR) The editor now writes a dummy black preview to the map file and reorders the [Preview] and [PreviewPack] sections to be at the top of the INI file. This is required by builds of Red Alert 2 and Yuri's Revenge that do not use the Phobos engine extension
  • (RA2/YR) Added support for parsing Ares' [WeaponTypes] section
  • Object deletion is now performed through the Undo/Redo system. This means you can un-do deletions of objects
  • The "Building with Property" aka "building target" selection window now has the targeting mode in a dropdown separately from the list of buildings
  • The height of tree view lines on the sidebar is now customizable through /Config/UI/UIConstants.ini. Higher values reduce space efficiency, but allow the sidebar to display larger preview images, which might be a desirable tradeoff for some mods
  • Fixed rendering in Framework Mode for tiles that did not have unique Framework Mode graphics
  • Fixed incorrect sorting of building animations, which often lead to flickering building animations
  • Fixed a bug where sometimes not all valid overlay frames were displayed on the overlay frame selector
  • Fixed a bug where a hotkey was displayed incorrectly when it was reseted
  • Fixed a crash when attempting to free the memory of an empty voxel model frame, typically when loading a different map after already having loaded a map
  • Fixed a bug where the minimap was not updated when certain editor settings were changed (for example, by toggling 2D mode or framework mode)

You can check 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 v0.9.9. And that's all regarding C&C World-Altering Editor for now. Stay tuned at PPM for more news about C&C World-Altering Editor!

Ladies and gentlemen! E1 Elite, the leader of Final Alert 2 YR 1.02 Patches, has released Final Alert 2 YR 1.02 Patches (2024-02-22) a while ago. For those who are not acquainted with it, 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 are the changes and the fun stuff from Final Alert 2 YR 1.02 Patches (2024-02-22):

Final Alert 2 YR v1.02 Patches

Changes (2024-02-22):
  • Aqrit's DDraw wrapper was placed in the FA2 folder to be used by default (From ForWindows10 folder).
  • Included MapResize tool updated to latest version.

For further information about Final Alert 2 YR 1.02 Patches, visit the Topic at PPM Forums. Final Alert 2 YR 1.02 Patches is available for download Here. And that's all for now! Have fun and enjoy Final Alert 2 YR 1.02 Patches!

Aloha! E1 Elite, the leader of MapResize, has recently released MapResize MapResize is a tool made to resize maps of Command & Conquer Tiberian Sun and Red Alert 2. It was created to bypass the shortcomings of FinalSun/FinalAlert2, being unable to resize beyond the maximum size limitation of these map editors. It doesn't process tunnels, smudges, base nodes, etc., and it doesn't clean up well. It runs on Windows OS with .Net 4.0. Here is the official announcement from MapResize:


2024-02-21 (version
- Parsing fix: Accept square brackets in text fields.
- Typelist duplicate handling adapted for RA2/YR.
- Overlay pack encoding updated.
- Empty map pack section checks added.

You can find more information about MapResize by visiting the Topic at PPM Forums, and Official Website. Download the latest version hereThat's all, folks! Stay tuned at PPM for more news coverage on MapResize!

CnC-DDraw 6.2 is out!
Feb 23, 2024 - 01:15
A new version of CnC-DDraw, known as CnC-DDraw 6.2, has been published a while ago by FunkyFr3sh. 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 is what we know about CnC-DDraw 6.2:


  • Download and extract it into your game folder
  • Start the game

Game doesn't work? Please check the Readme file and the wiki.


  • [Alt] + [Enter]                  = Switch between windowed and fullscreen mode
  • [Ctrl] + [Tab]                    = Unlock cursor
  • [Right Alt] + [Right Ctrl]  = Unlock cursor
  • [Alt] + [Page Down]        = Maximize window


  • Added support for loading cnc-ddraw from sub dirs - by @egornovivan
  • Fixed a bug on linux (wayland) where games failed to go fullscreen properly
  • Improved cutscene upscaling on linux
  • Updated the EV Nova preset to support the new CE release (Fixes open pilot menu)
  • Added a new shader - jinc2-dedither.glsl

You can learn more about CnC-DDraw by visiting the Official Website. Download CnC-DDraw 6.2. And that's all for now! Have fun and enjoy CnC-DDraw!

Hello ladies and gentlemen! The staff from Notepad++ has recently posted Notepad++ v8.6.3. For those unaware of what is being written here, 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 is what we know about Notepad++ v8.6.3:

We recognize that not every user loves the multi-editing feature. In this release, we’ve added GUI options to disable the “Column To Multi-editing” feature and even the “Multi-editing” feature can be turned off completely. Additionally, users can disable the “copy/cut line while no selection” feature through the preferences dialog.
Furthermore, in the new release, We’ve addressed a performance issue related to “Replace all” and fixed the critical problem where all open files were lost after restarting as an administrator.

The full changelog:
  • Restore the multi-editing option & add the “Column To Multi-editing” option on GUI.
  • Make “copy/cut line while no selection” optional.
  • Fix all open files lost after restarting as Admin to save a file.
  • Fix “Replace All” crash & performance issue.
  • Fix calltip crash due to the division by zero.
  • Enhance Function List for Python to support “async def” & colons in argument list.
  • Fix the Copy/Cut/Paste issue in a Vertical Edge text field in the preferences dialog.
  • Fix macro recording twice for some commands.
  • Fix the “Open File” command not working with TAB preceded.
  • Add auto-completion keywords for PHP, JavaScript, and CSS.

You can find more information about Notepad++ by visiting the Official Website, and Forums. Notepad++ is available for download Here. And that's all for now! Have fun and enjoy Notepad++!

Greetings, commander! C&C World-Altering Editor v0.9.8 has been posted by ^Rampastein in these days. For your information, 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 v0.9.8:

New major release! We are getting close to non-beta status, towards version 1.0.

Change log compared to v0.9.7.1:

  • Added rendering of voxel turrets and voxel barrels
  • Added parsing of AI.ini and AIFS.ini. The editor now accepts references to AI.ini TaskForces, Scripts, and TeamTypes in all AI scripting elements
  • Added TaskForce cost display to the TaskForces window
  • Added a window for configuring which object types are deleted with the deletion tool and deletion hotkey. You can access this through Tools -> Deletion Options
  • Added "None" item to AITrigger TeamType selection
  • Added a "Toggle Fullscreen Mode" option to the View menu. This performs the same action as pressing F11
  • Added a window for configuring which object types are rendered on the map
  • Added support for adjusting tile height offset when pasting copied terrain. Default keys for this are PageUp and PageDown, like in the old FS/FA2 editors
  • Implemented paletted rendering of terrain tiles. This slightly reduces the editor's VRAM use (which is, sadly, offset by voxel barrels in the majority of use cases), and opens the door to efficiently previewing map lighting in the editor in the future
  • Added a "Center of Map" option to the View menu
  • Added an advanced trigger editor option for clearing all CellTags related to a specific trigger
  • Added a map load error message for an AITrigger having a nonexistent primary team
  • (TS) Added support for the YDrawFudge= key of TerrainTypes
  • The "Allies" text box in the Houses window has been replaced with a graphical ally selection window
  • The "Flatten Ground" tool now supports lowering ground
  • The "Flatten Ground" tool now supports brush sizes
  • The "Flatten Ground" tool now defaults its brush size to 2x2
  • Prevented accidental editor sub-window dragging by moving the cursor on a window while holding the primary mouse button
  • CellTags and Waypoints are now prioritized when deleting objects from the map
  • The layouts of object selection windows are now refreshed when the editor window is resized
  • The map object deletion key is now ignored if a text box is selected
  • The width of the editor sidebar is now adjustable through MapEditorSettings.ini, [General] SidebarWidth=. Defaults to 250, which is the same size as it has always been
  • (RA2/YR) The editor no longer crashes when a custom building palette is missing
  • Fixed a bug where the AITriggers window failed to detect used global TeamTypes
  • Fixed a bug where objects owned by multiple owners did not always have the correct remap color in the sidebar
  • Fixed a bug where the editor skipped loading waypoints when multiple waypoints existed on one cell
  • Fixed an issue where the ground lowering tools cleared cell details from an excessively large area
  • Fixed an outdated text string in the "houses are required to exist for defining base nodes" message
  • (RA2/YR) Fixed a crash when a house has no Country= specified. Instead, the editor defaults the house's country to the first country that is defined in Rules.ini, and gives you a warning about it. This behaviour is consistent with the game itself.

You can learn more 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 v0.9.8 Here. And this is all for today! Enjoy C&C World-Altering Editor and provide your feedback about it so it can get better.

Scorched Earth latest updates!
Feb 12, 2024 - 19:37
Howdy! G-E, the leader of Scorched Earth, has been busy recently working on it and shared its progress report with us... sometime ago. But it is never too late to give it some attention. After all, there is some good material being shown! For those unaware, 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 is the official announcement from Scorched Earth:

Inching ever closer to an update after half a year...

Still too busy to really commit to getting the to-do list items like buildings or roads that take a lot of time, so just squeezing in the occasional voxel, many of which are made easier by sharing much of the design of another already made.

For further information about Scorched Earth, visit its Forum Topic, and ModDB Profile. And that's all for now!