New Horizons 14 is out!
May 09, 2024 - 12:03
Greetings, Comrade Generals! Lee3y, the leader of New Horizons, has released a new version of New Horizons called New Horizons 14. For those unaware, New Horizons is a modification for Red Alert 2: Yuri's Revenge that tweaks the gameplay, factions, and units with more emphasis on realism. It also provides new campaigns. Here are the changes and the fun stuff from New Horizons 14:

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Greetings, fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version 14 (which supersedes Version 13-A). As always, I highly recommend reading the articles on the previous releases to learn more about what’s new, should you be interested.



What’s New:

4th New Campaign Mission

The 4th completely new campaign mission is now available. Whereas the previous releases (Versions 13, and 13-A) brought about massive new items, including the Horror Mode(s), as well as a vast amount of new units/buildings/animations, special effects, etc., this release is centered around the new campaign mission. Some time ago (years), I did say that actual-numbered-index full releases would (as opposed to sub-versions with various suffixes) be based on something major, such as a new playable country or a new campaign mission, so here it is.

For those of you already familiar with the first two New Horizons campaign missions, you will know that these missions take place in Our timeline (rather than the standard alternate-reality Red Alert universe), with the traditional factions of ‘Allied vs Soviet’ being superseded by the NATO vs CSTO factions. The missions released so far set the player in command of different scenarios on the side of the CSTO faction, based in the 1st quarter of the 21st century. NATO has launched a full-scale invasion of CSTO-member countries, and it is up to You to tip the odds against the aggressor. Mission 1 (Operation: Dark Dawn) takes place in western Belarus during quadrennial ‘Zapad’ defensive military exercises. You have control of a small Russian military delegation carrying out an inspection of a Belarusian border post when NATO forces crash through the border. Your mission there was to escape eastwards, to prevent being surrounded. Mission 2 (Operation: Pacific Storm) took place pretty much on the other side of the planet, on one of the Kuril Islands, at the eastern extremity of the Russian Federation. Here, you had to repel the American Pacific Fleet, preventing them from breaking through to the mainland (which could be done with 2 alternative endings, one of them resulting in rendering the island uninhabitable). In Mission 3 (Operation: Evacuation), players were tasked with the defense of the southwestern quadrant of Kaliningrad from combined NATO forces attacking the city whilst ensuring an evacuation of civilians.

Now, onto Mission 4, Operation: Convoy. This mission takes place in the northeastern region of Syria, somewhere near the M4 highway. Since 2011, Syria has been in a state of conflict due to literal armies of NATO-backed terrorist groups (backed, defined in terms of weapons support, logistics, financial, political, and even media/'documentary' whitewashing), to the extent that Syria officially requested help from the Russian Federation in 2015, which managed to prevent the collapse of Syria (into a pseudo-Islamic 'caliphate'), and turned the conflict around completely. In this mission, you will initially be in charge of a small unit tasked with securing a convoy as part of the Russian Reconciliation Centre for Opposing Sides in Syria (R.R.C.O.S.S.), which conducts various peacekeeping efforts and assists with humanitarian aid. With the outbreak of major hostilities around the world, this particular convoy is tasked with returning to Khmeimim air base, essentially withdrawing to a safer place. In order to get there, you must guard the convoy to a local airfield, where an An-124 transport plane is located.

Making this segment of the mission was quite challenging; after all, there aren't exactly many convoy missions in the C&C games! But this mission isn't merely just an escorting mission. Once you have guarded the convoy to the local airfield, this is where the mission becomes somewhat open-world; although you have made it to the battered airfield and found the transport plane to be intact, you cannot simply fly to home base just yet. It turns out the airfield was raided by terrorist groups, and along with stealing the aircraft fuel tankers, they have taken the pilots hostage! From here, it is up to you as the player to decide what to do. There are many possibilities, ranging from friendly encounters with S.A.A. (Syrian Arab Army) units to hostile encounters with foreign illegal occupation forces, along with their terrorist proxies. But the primary objective, in order to complete the withdrawal by air to Khmeimim, will be to recover the aircraft fuel, as well as the location of the pilots, which will need to be taken back to the plane.

Screenshot from the mission;




Given that players will have very limited resources and means at their disposal, players will have to manage what they have accordingly and choose their battles wisely.


There are many hidden things in this map ('easter eggs'), which may not all be properly discovered in several playthroughs. I have not yet made a skirmish version for this map, as I did with the colossal 3rd mission map, though I may consider doing so in the future.

New Stuff?


As mentioned, with Version 14 do not expect much new, as this release focuses on an entire new campaign mission. That said however, there are some new Mission 4-related items, which it is possible to use as props (for all you custom map editors out there).
Firstly, very much in line with the context above, you will notice the Typhoon-K armored transport used by Russian military police (M.P.) in Syria in such convoys in real life.


Here is an example of a real one in Syria;


And here they are represented in-game, at the beginning of the 4th mission;



Secondly, fuel trucks. Fuel trucks have been added in 2 variants: one based on the Kamaz trucks already available and another on the M35 trucks, also already available. I haven't bothered taking screenshots of these, as they look exactly as you would expect and are derived from a selection of already available units in the mod.

Last but not least, I have updated the model for the K-9 'Thunder' self-propelled artillery. Previously, I had used an open-sourced model, but I decided to make my own model so that it looks like an actual representation of the real thing.


Here is a picture of one in real life;


Here is my updated model of them in-game;



To Summarise


Normally I would now go into other improvements, such as User Interface Enhancements, other Model & Visual Overhauls, AI Enhancements, and other miscellaneous stuff, but for now that is all. Or at least all I can remember is what I did for this release. Bear in mind that Version 13 and 13A were fairly wide-ranging, and as recently as the last release, various rebalancing had been done, taking into account the new features (again, please refer to previous releases to see all the newest).


I sincerely hope that wherever you are playing from, you enjoy the new campaign mission as well as all the stuff from previous versions. As always, have fun!


Command & Conquer Westwood Fans
Red Alert 2 YR: New Horizons
C&C: Yuri's Revenge
C&C: Red Alert 2


You can learn more about New Horizons by visiting the ModDB Profile. New Horizons is available for download Here. And that's all regarding New Horizons for now. Stay tuned at PPM for more news about New Horizons!

C&C Reloaded 2.5.10 is out!
May 07, 2024 - 04:43
Are you picking this up? Good! FS-21, the leader of C&C Reloaded, has been busy recently in order to release C&C Reloaded 2.5.10. 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 is what we know about C&C Reloaded 2.5.10 and the 2.5.9 version, which was released a few weeks ago and we missed in our news coverage:

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Version 2.5.10 (minor release), 2024/05/06
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  • Updated Phobos library to latest develop snapshot + my features with lots of bugfixes.
  • Bug: Allied Mirage tanks could be invisible when blinking.
  • Fixed 1 AI Team that produced crashes.
  • Adjusted some YR and Yuri Resurgence AI team's probabilities.
  • Yuri Resurgence mission 1: Tweaked some AI teams.
  • Yuri Resurgence mission 6: Triggered the end-game credits when the mission was completed.
  • Yuri Resurgence mission 7: It was set as the end of the campaign (the credits window).
  • Fixed some script bugs in Yuri Resurgence mission 8 that made the game impossible to play.
  • RA2 Allied mission 1: Soviets could build units that shouldn't be available.
  • RA2 Soviet mission 11: Fallout, AI didn't fire Nukes.
  • Soviet V3 Launcher missile spawn rate from 370 to 250.
  • Soviet Dreadnought missiles spawn rate from 80 to 180.
  • Nod Talon Submarine missiles spawn rate from 100 to 190.
  • Yuri Boomer Submarine missiles spawn rate from 80 to 200.
  • Secret Lab's Double V3 Launcher missiles spawn rate from 400 to 350.
  • Fix: Sometimes, AI Engineers get stuck inside buildings.
  • No more spilled resources when a harvester or refinery is destroyed in an RA2/YR mission.



Version 2.5.9 (hotfix release), 2024/04/15
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  • Updated the Syringe.exe file to the latest official version.
  • Merged the latest Phobos development branch.
  • Fixed bug in the new AI teams selection that reduced the number of possible selectable Teams.
  • Fixed crash (and a desync) in the Nod Reaper weapon.
  • Updated DDrawCompat (by narzoul) to v0.5.1
  • Disabled (temporally) the napalm support power. I think it causes rare crashes in the long term.
  • Replaced (temporally) the Spy plane support power with a Reveal Area. I think it causes rare crashes in the long term.
  • Nuclear radiation damage against Soviet Heavy Tesla Trooper reduced from 100% to 4%.
  • Soviet Desolator damage against Soviet Heavy Tesla Trooper reduced from 100% to 12%.
  • Yuri Psychic Tower strength from 350 to 425.
  • Yuri Psychic Tower weapon rate of fire from 90 (6 seconds) to 85 (~5.66 seconds).
  • Added a steam animation in the Nuclear Reactor.
  • Replaced Magnetron weapons with a modified version of the original game weapons.
  • Fixed crash related to an incomplete AI script action.


For further information about C&C Reloaded, visit the Official Website, Forums at Revora, ModDB Profile, and Discord Channel. C&C Reloaded is available for download Here. That's all, folks! Stay tuned at PPM for more news coverage on C&C Reloaded!

Hello again! Our community member E1 Elite has recently updated two of his tools to make them compatible with specific trigger events & actions and script actions from Phobos. I'm talking about Final Alert 2 YR 1.02 Patches and E1 Elite's AI Editor, which are respectively a patch that improves the experience of the old map editor Final Alert 1.02 for Yuri's Revenge, and an editor that helps users to code ai.ini or aimd.ini files. Phobos expands the modding features of Yuri's Revenge, but it is dependent on Ares, which also extends YR's modding features.

Here is the changelog that is applied to both of them:

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Changes (2024-05-06):
- Updates to Phobos trigger events & actions and script actions in FAData.ini.



You can download the Final Alert 2 YR Patches by visiting the first post of this topic at PPM forums and the AI Editor by checking the latest post of this topic at PPM forums.

VenomRage: New Hover Miners!
May 05, 2024 - 04:22
Aloha! Cranium has announced last month that he was resuming the development of VenomRage. And, the first step was to share the design of the Hover Miners from the RevengeForces faction. For those unaware, VenomRage is a total conversion for Red Alert 2: Yuri's Revenge, powered by Ares. It brings at least two factions, such as the Venom and the RevengeForces. Here is the new Hover Miners for the RevengeForces:

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Flame thrower Turbine Hover Miners.


You can check more information about VenomRage by visiting the Forums at PPM. That's all, folks! Stay tuned at PPM for more news coverage on VenomRage!

Are you picking this up? Good! G-E, the leader of Mission Tester, has released Mission Tester 5.7d in these days. For those unaware, Mission Tester is a TCL script designed as a general cross-checker for map files from Red Alert 2 and Yuri's Revenge, helpful in finding unit/declaration errors and incomplete ideas. The changes from Mission Tester 5.7d were announced with the following words:

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MISTEST 5.7d...

A small fix for scripts using Waypoints above 676 in YR. A crash would occur as it tried to lookup the two letter equivalent, but now a dummy value is returned, which seems to satisfy the rest of the code. As long as none of the Trigger Actions/Events reference them, there should be no issue.


For further information about Mission Tester, visit its Topic at PPM Forums. Download Mission Tester 5.7d. And that's all regarding Mission Tester for now. Stay tuned at PPM for more news about Mission Tester!

Updates of Project Phantom were shared some weeks ago by Starkku, and I was a bit slow to catch this one. However, it is never too late to bring it to your attention. For those unfamiliar with it, Project Phantom is a total conversion modification for C&C Red Alert 2: Yuri's Revenge powered by Ares DLL & Phobos Engine Extension. Set in a world where the course of history took a different turn and science has been elevated to previously unattainable heights, three factions engage in a conflict that will change the fate of the world. Here are the official words about it:

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It has been a while since I've last posted a formal update for this mod. Regardless, work on this project has continued even during silence and keeps going relatively strong, and I do have few things to share.

Website
Project Phantom website has been updated with a new layout. Many of the pages are still under construction, and I'll be sure to keep everyone updated when they go live.

Discord
For those who may have missed it, Project Phantom does have an official Discord server that can be used for discussing the modification, receiving updates regarding it first in the line, and eventually, it would hopefully serve as a multiplayer hub as well.

Showcases
A while back, I posted an article about various UI / UX improvements in Project Phantom. Be sure to check it out if you already have not.
There's also a new showcase video showing off some units & buildings in Project Phantom. It can also be viewed on ModDB.



As mentioned prior, development has been going on relatively strong, regardless of occassional pauses and challenges. With that in mind, I have the following announcement to make.

Early access version of Project Phantom will be released during Summer 2024
Exact release date will be made known closer to launch

So what will be in this first release?
Good question. Right now, we are looking at the following set of features.

• Three new factions - Western Coalition, Eurasian Dominion, and Phantom Imperative, with complete arsenals full of new units, buildings, and support powers (albeit many buildings will use graphics that can be deemed as 'placeholders').
• Three 'mercenary factions' - Fist of Titans, Crimson Crown, and Excelsus Group, that have capturable buildings that provide various support powers and units to players who capture them, alongside the classic set of neutral tech buildings including capturable base defenses.
• A large number of new map props and other miscellaneous buildings.
• Three reworked terrain tile theaters, Temperate, Tundra & Desert, with significantly expanded tilesets from the original game, including fully integrated urban tilesets and a basic interior tileset.
• Around 160 standard skirmish/multiplayer maps, some old and some new.
Island Combat game mode, which is constrained to maps with water-locked islands.
Scavengers game mode, where you start with a Mobile War Factory and are required to collect powerup crates for units and funds - your factory can reverse-engineer any vehicles found (including technology trucks for aerial vehicles) to unlock them as buyable units.
• One scenario for Hold the Line game mode, where up to 4 players (human or AI) are pitted against waves of AI-controlled enemies that scale based on the number of players in the game, with the objective to protect a critical structure from the said enemies.


A preview of the Crimson Crisis scenario, where players are tasked with protecting an Energy Research Lab against waves of Crimson Crown units.


Challenges game mode, where two players (human or AI) are pitted against three AI-controlled enemies in specific scenarios that have unique modifiers in play and odds stacked against the players. Initially, the Challenges game mode is going to come with three scenarios, one against each of the factions.


A preview of one of the Challenges, called Thunderhill Challenge, where players are challenged by the nigh-impenetrable defenses of a W.A.R.D research base.


• A single Cooperative mission, testing the waters out, where two Coalition commanders are tasked with eliminating a Dominion mining outpost.


Preview of co-op mission Motherlode, where a small squad of Coalition forces is sent on an infiltration and elimination mission to a Dominion mining base.

• Various quality of life, bugfix, and other engine improvements, courtesy of Ares Expansion DLL and Phobos Engine Extension.
• Full integration with the CnCNet client, allowing easy access to multiplayer games and easy download of mod updates.
• Bundled installation of two map editors, a version of the legacy FinalAlert 2 map editor as well as Rampastring's modern World Altering Editor.
• Installer software with compatibility with all releases of Yuri's Revenge.

I hope to have some more news to share about Project Phantom's development and the upcoming early access release in the near future, but for now, I'm out.


You can check more information about Project Phantom by visiting the Official Website, Forums at Revora, ModDB Profile, Discord Channel, and YouTube Video Channel. And that's all regarding Project Phantom for now. Stay tuned at PPM for more news about Project Phantom!

I have just posted news about C&C World-Altering Editor v1.0.1, and guess what? ^Rampastein has released a new version of C&C World-Altering Editor called C&C World-Altering Editor v1.0.2. 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 v1.0.2 were announced with the following words:

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The New version is mainly to hotfix a bad bug in map scripting, but it also contains some other improvements.

  • Pavement LAT is now automatically connected to compatible TileSets, such as paved roads, parking lots, and other pavement additions
  • (YR) Sand LAT is now automatically connected to sand shores
  • (TS) Added speech selection window for the "Play Speech" trigger action
  • WAE now checks the map for triggers using the "Discovered by player" and "Limpet attached" events without being attached to any object or team
  • Changed "Clone of...." prefix to "...(Clone)" suffix when cloning objects
  • AITriggers are now colored based on their house or side
  • New AITriggers are now enabled on all difficulties by default
  • Improved error message given on C# script compilation error
  • Objects with InvisibleInGame=yes (Tiberium spreaders, light posts, impassable overlay, etc.) and building foundation outlines are no longer rendered when extracting a megamap
  • (Translation / CJK support) Too long words are now split into multiple lines in event and action descriptions
  • Fixed a bug where certain trigger actions could malfunction when the type of an already existing trigger action was changed. A check to automatically fix this bug from existing maps has also been added.


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. You can download C&C World-Altering Editor v1.0.2 Here. And this is all for today! Enjoy C&C World-Altering Editor and provide your feedback about it so it can get better.

Welcome back, commander! For those wondering about my recent silence, I humbly ask you not to mistake me for a corpse. I've been on low power due to several real-life matters (some are still ongoing) and the fact that I have been surviving with only limited internet from my mobile phone for over a month. The fixed internet plan that I had here was taken down without warning (and they are still charging for it), and there is no fiber nearby despite the fact that I am less than 600 meters away from Madonna right now. If you understand what is going on in Rio de Janeiro right now, you'll figure out that I live in a very touristy region. So, it is being tough times here and I've been keeping things running here merely from the shadows. I don't know when I'll have unlimited internet again here.

Anyway, back to what matters, our friend ^Rampastein, the leader of C&C World-Altering Editor, has been busy recently in order to release C&C World-Altering Editor v1.0.1 a couple of days ago. 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 official words about C&C World-Altering Editor v1.0.1:

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Minor post-release patch. Mainly fixes some bugs.

Contributors: Rampastring, Starkku, ZivDero

  • Added support for configuring certain tilesets to connect to specific LAT types
  • Added support for optionally loaded theater MIX files
  • (TS) Added advanced trigger editor tool for wrapping a trigger in Disable/Enable speech actions, commonly used when spawning reinforcements
  • (YR) Added support for setting custom event, action, and script action IDs in preparation for supporting Ares and Phobos scripting elements
  • BwP (Building with Property / Building Target) selection window now lists INI names of building types
  • SHP vehicles in the sidebar now face southeast instead of north
  • Off-map waypoints are now moved inside of the map instead of deleting them when a map is loaded
  • Unhardcoded Tiberium overlay types/indexes
  • Fixed an issue where raised cells at the top edge of the map were drawn outside of the map render target
  • Fixed a crash when using WAE's internal file browser to navigate above drive root level
  • Fixed a bug where a 0x0 foundation building could unintentionally be inserted multiple times on a cell
  • Fixed a crash when using the 2x2 ground-raising brush on the edge of the map
  • Fixed a crash on loading a map when an AITrigger had specified a nonexistent secondary team type
  • Fixed a crash when the cursor was hovered over cells that had invalid subtile index data
  • Fixed a bug where ice growth overlay display and ice growth toggling cursor actions ignored cell height levels
  • Fixed a bug where the value of Tiberium was potentially calculated as too high
  • (YR) Fixed a bug where preset parameters for the "Do This" script action were incorrect in the YR configuration


Here's a picture with the advanced trigger editor tool:




For further information about C&C World-Altering Editor, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Download C&C World-Altering Editor v1.0.1 Here. That's all, folks! Stay tuned at PPM for more news coverage on C&C World-Altering Editor!