Greetings, commander! Starkku, from Phobos, has recently published Phobos Build 43. For those unfamiliar with it, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here are the updates from Phobos Build 43:

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 43 is up!

Changes compared to build 42:

Migration info:

  • Digital display Offset and Offset.ShieldDelta Y-axis coordinates now work in an inverted fashion (negative goes up, positive goes down) to be consistent with how pixel offsets work elsewhere in the game.

New features:

  • Allow restricting how many times per frame a single radiation site can damage a building (by Starkku)
  • Allow explicitly setting the superweapons AI uses for Chronoshift script actions (by Starkku)
  • Allow customizing Aircraft weapon strafing regardless of ROT and Strafing.Shots values beyond 5 (by Trsdy)
  • Allow strafing weapons to deduct ammo per shot instead of per strafing run (by Starkku)
  • Allow CloakVisible=true laser trails optionally be seen only if a unit is detected (by Starkku)
  • Customizing whether passengers are kicked out when an aircraft fires (by ststl)
  • Shield hit flash (by Starkku)
  • Option to scatter Anim/SplashList animations around impact coordinates (by Starkku)
  • Customizable wake anim (by TwinkleStar)
  • AI script action to jump back to the previous script after picking a random script (by handama)
  • Insignias visibility and position adjustments (by Fryone)
  • Promotion animation (by Fryone)
  • Allow different technos to share build limit in a group (by ststl & Ollerus)
  • Map events 604-605 for checking if a specific Techno enters in a cell (by FS-21)
  • Waypoint path is drawn for all units, even those not under player control if DebugKeysEnabled=yes (by Trsdy)
  • RemoveDisguise now works on vehicle disguises (by Trsdy)

Vanilla fixes:

  • Air units are now reliably included by target scan with large range and Warhead detonation by large CellSpread (by Starkku)

Phobos fixes:

  • Fixed radiation site damage not taking the radiation level reduction into accord (by Starkku)
  • Correctly update laser trail position while techno is cloaked even if the trail is not drawn (by Starkku)
  • Fixed a crash/freeze that would occur if AttachEffect ExpireWeapon added/removed AttachEffects on the AttachEffect's owner (by Starkku)
  • Fixed a potential crash on transfering non-Cumulative AttachEffects from one object to another (by Starkku)
  • Fixed a potential crash caused by AI script action 10104 Chronoshift to Enemy Base (by Starkku)
  • Fixed a potential desync caused by BehavesLike=Fire ParticleSystems with AdjustTargetCoordsOnRotation=true (by Starkku)
  • Landed AircraftTypes are no longer explicitly excluded from using Interceptor logic (by Starkku)
  • Fix for the potentially wrong time shown on SuperWeapon tooltips (by Trsdy)
  • Some code optimizations (by Trsdy)


You can check more information about Phobos by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Download Phobos Here. And that's all regarding Phobos for now. Stay tuned at PPM for more news about Phobos!

One vision, one purpose! Version 0.59 of Chrono Divide is now playable on their website. For those unaware of what is being written here, 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. The changes from Chrono Divide Version 0.59 were announced with the following words:

Quote:
Version 0.59
8 July, 2024

               
Bug fixes
  • Harvesters should no longer be distracted from their mining operations by enemy units found in close proximity immediately after being spawned
  • Fixed an issue preventing faster units from overtaking slower units when moving in a straight line
  • Corrected voice feedback for Attack-Move orders
  • Fixed an error causing the "Ready" button to be disabled when joining a multiplayer game

               
               
Features and improvements
  • Better detection of maps using unsupported engine features
  • Singleplayer games should be paused when opening the game menu
  • Remember selected bot difficulty, position, and team in singleplayer games


You can learn more about Chrono Divide by visiting the Official Website, and Discord Channel. Play the latest version of Chrono Divide by clicking Here. And this is all for today! Enjoy Chrono Divide and provide your feedback about it so it can get better.

Welcome back, visitors! ^Rampastein has released C&C World-Altering Editor v1.1.2 some days ago. Unfortunately, it came with a couple of bugs, which are now fixed in C&C World-Altering Editor v1.1.3. So, if you downloaded 1.1.2, we highly recommend you to download 1.1.3. 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 v1.1.3:

Quote:
There turned out to be a couple of bad bugs in the last release. This one fixes them.

  • Fixed a crash when modifying terrain height near the map border
  • Fixed a bug where cells in marble madness mode were affected by lighting on painting terrain
  • Fixed a bug where light posts affected freshly painted cells in "No Lighting" mode


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. Grab the latest version of C&C World-Altering Editor by clicking Here. And that's all for now! Have fun and enjoy C&C World-Altering Editor!

Aloha! The crew from Retro Generals has recently just shared the US laser technology in action. For those unaware, Retro Generals is a collaboration between Dafool and Mircea of Rivia to bring the factions and feel of Command & Conquer Generals: Zero Hour to Yuri's Revenge. Here are the official words about it:

Quote:




The new addition to the US Laser technology with the Glaz Cannon.


For further information about Retro Generals, visit its ModDB Profile, and its Discord Channel at C&C Mod Haven. That's all, folks! Stay tuned at PPM for more news coverage on Retro Generals!

Greetings, commander! Reinforcements have arrived from C&C World-Altering Editor as C&C World-Altering Editor v1.1.2 has been recently released by ^Rampastein. 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 changes and the fun stuff from C&C World-Altering Editor v1.1.2:

Quote:
Minor update, mainly to fix bugs.

  • Added an option to sort triggers by color followed by name (Credits: Shush)
  • Improved top bar button textures (Credits: Crimsonum)
  • Lighting calculations on adding, moving, or deleting light posts have been optimized to only re-calculate lighting for the affected area instead of the whole map (Credits: ZivDero)
  • The "Raise Individual Cells" and "Lower Individual Cells" tools can now use the "Fill Terrain" hotkey (default: Ctrl) to affect an enclosed area (Credits: Starkku)
  • View -> "Edit Drawn objects..." has been renamed to "Configure Rendered Objects..."
  • Improved error message when a connected tile specifies a nonexistent TileSet
  • Improved error message on script execution failure
  • Script action options can now be parsed from another section (Credits: Starkku)
  • Fixed several bugs where cell lighting values were not updated on cell height level change
  • Fixed a bug where the megamap (F12) was displayed behind other UI elements
  • Fixed a bug where the overlay land type was reset to "Clear" if it was not re-defined in all INI sections where information for the overlay type was parsed from
  • Fixed a bug where the position of editor notifications (such as "Map auto-saved.") was not refreshed after the editor window had been resized
  • Fixed a bug where the map path was not wrapped in quotation marks when it was opened in a text editor, potentially resulting in weird behavior from the text editor
  • Fixed an edge case bug where a TaskForce or Script could sometimes appear to be selected when actually no TaskForce or Script was selected
  • Fixed a bug where the editor ignored AllowToPlace=no when looking up connected tiles to place
  • Fixed a bug where AITriggers were written incorrectly if a weight was 0
  • Fixed a bug where you could not input decimal numbers in AITrigger weights
  • (DTA) Fixed a bug where veins were rendered in the wrong palette
  • (RA2/YR) Fixed newly-created standard houses having a null HouseType
  • (RA2/YR) Fixed creating a new HouseType after the creation of standard houses, causing HouseTypes of the standard houses to show up as none
  • (RA2/YR) Fixed indexing of newly-created HouseTypes to ignore Player@WPZZ houses
  • (RA2/YR) Fixed "Parent Country" dropdown of "Edit Country" window repeatedly accumulating items when opened for non-standard HouseTypes


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. C&C World-Altering Editor is downloadable at This Address. 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!

Aloha! The developers of Phobos posted Phobos Build 42 moments ago. For those unaware, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here are the updates from Phobos Build 42:

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 42 is up!

Changes compared to build 41:

New features:

  • Force shield effect sync on deploy & vs. organic targets effect customization to complement the Iron Curtain ones (by Starkku)
  • Map trigger action 41 (Play animation at waypoint) now uses an additional parameter to determine if the animation can play sound, deal damage, etc. (by Starkku)
  • Toggle to disable OpenTopped passenger weapons if transport has DisableWeapons AE (by Starkku)

Vanilla fixes:

  • Objects in invalid map coordinates are no longer used for starting view and AI base center calculations (by Starkku)
  • Units & buildings with DecloakToFire=false weapons can now cloak while targeting & reloading (by Starkku)
  • Units with Sensors=true will no longer reveal ally buildings (by Starkku)

Phobos fixes:

  • Phobos Warhead effects combined with CellSpread now correctly apply to buildings if any of the foundation cells are hit (by Starkku)
  • Phobos Warhead effects on zero-CellSpread Warheads no longer apply to the target if the projectile detonates prematurely, far away from the target (by Starkku)
  • Fixed a save/load crash occurring with AttachEffect Group filters (by Starkku)
  • Fixed an issue with DisguiseBlinkingVisibility showing disguised units incorrectly with the default value of team (by Starkku)
  • Debug log now correctly states the offending item it failed to parse from enum value lists (f.ex CanTarget) (by Starkku)
  • Dump Object Info developer command now reliably shows object target info even if the target is a cell or a projectile (by Starkku)
  • Fixed RevealOnFire being broken since Build 39 (by Trsdy)
  • Fixed projectile obstacle checks to work with IsSonic, IsMagBeam and Wave.Is(Big)Laser (by Starkku)
  • Attempted to fix potential issues with map trigger action 500 (Save Game) and/or quicksave command (by Trsdy)
  • Some minor code/performance optimizations (by Starkku & Trsdy)

Fixes/interactions with other extensions:

  • All forms of type conversion (including Ares’) now correctly update MoveSound if a moving unit has their type changed (by Starkku)


You can find more information about Phobos by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. You can download Phobos Build 42 Here. And this is all for today! Enjoy Phobos and provide your feedback about it so it can get better.

CnC-DDraw 6.6 is now available!
Jun 07, 2024 - 03:04
Hi everyone! Reinforcements have arrived from FunkyFr3sh, leader of CnC-DDraw, as CnC-DDraw 6.6 has been recently released by their team. For those unfamiliar 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 6.6:

Quote:
Instructions

  • Download cnc-ddraw.zip and extract it into your game folder
  • Start the game

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

Hotkeys

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

Changelog

  • Fixed too fast scroll speed in Knights and Merchants The Shattered Kingdom
  • Fixed windowed mode in Uprising and Uprising 2
  • Fixed windowed mode and crashes in American Girls Dress Designer
  • Fixed cutscene upscaling in Atrox
  • Fixed cutscene upscaling in Duel Savior
  • Fixed cutscene upscaling in The X-Files (DVD version)
  • Fixed cursor issues in Nancy Drew games (macOS)
  • Fixed a bug where the maximize button in windowed mode was greyed out in some cases
  • Added support for Nancy Drew: Secret of Shadow Ranch
  • Added support for around 50 different games from "The Learning Company" (Batman, Scooby Doo, Carmen Sandiego, Reader Rabbit, Cyberchase, Powerpuff girls, Sponge Bob, Little Bear, Clue Finders, Madeline, Arthur, StarFlyers, Zoombinis)
  • Added support for around 20 different games from "Humongous" (Freddi Fish, Putt Putt, Pajama Sam, SPY Fox, Blue's clues)


You can find more information about CnC-DDraw by visiting the Official Website. Download CnC-DDraw 6.6 Here. And that's all regarding CnC-DDraw for now. Stay tuned at PPM for more news about CnC-DDraw!

One vision, one purpose! ^Rampastein, the leader of C&C World-Altering Editor, has published C&C World-Altering Editor 1.1.1 recently. 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 changes and the fun stuff from C&C World-Altering Editor 1.1.1:

Quote:
The highlight of this release is the new Connected Tile drawing tool. This tool can be used to quickly draw lines of cliffs, shores, and roads without having to place each piece down manually. Credits to ZivDero for coding the initial version of this tool, which we then improved on together.

Full change log compared to the previous release (v1.0.2):

Contributors: Rampastring, ZivDero

  • Added a tool for drawing lines of connected tiles
  • Added a sound selection window for the "Play sound" trigger action
  • Added an advanced trigger editor option for cloning a trigger for easier difficulty levels without cloning TeamTypes of its action parameters
  • Added File -> Open With Text Editor option to enable quick text-based editing of the map
  • (RA2/YR) The speech selector can now select speeches in RA2/YR
  • (RA2/YR) Fixed a bug where veins were drawn with an incorrect palette
  • TeamType parameter values of trigger events and actions are now colored based on the owner of the TeamType
  • Improved the customizability of MIX file loading
  • Improved the default values of new AITriggers to include sensible weights and enabled status on all difficulty levels
  • Changed the default veterancy level of new TeamTypes to "Regular" from no value
  • The cell info display now displays the index of the hovered-on terrain tile within its tileset
  • The tag selection window has been widened
  • Items in the tag selection window are now colored based on the color of the tag's related trigger
  • Triggers created by the trigger editor tool for cloning a trigger for easier difficulty levels now have their difficulty flags set accordingly
  • Map-wide overlay is now enabled when a fitting texture is loaded
  • Fixed a bug where part of the map-wide overlay extended above the map
  • Fixed a bug where height tools could sometimes cause a freeze
  • Fixed a bug where the "Destroyed by anything (not infiltrate)" event was not checked for triggers missing object attachments
  • Fixed a bug in the trigger editor tool for cloning a trigger for easier difficulty levels where the auto-generated tags of the created clone triggers were named improperly
  • Fixed a bug in the trigger editor tool for cloning a trigger for easier difficulty levels where, in certain edge cases, the cloned triggers were renamed in a silly way
  • Fixed a flaw in the description of the "Create Team" trigger action
  • Fixed a bug where you could input semicolons in many text boxes, such as trigger names, wrecking map scripts
  • Fixed a bug where you could not use the graphical team selection interface for selecting a TeamType for the "Team Leaves Map" trigger event or potential other trigger events that reference a TeamType
  • Fixed a bug where was not considered a proper value for the owner of a TeamType
  • Fixed a bug where listing the references of a trigger did not list TeamTypes that were linked to the trigger's tag


Here is the connected tile drawing tool in action:








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. C&C World-Altering Editor is available for download Here. That's all, folks! Stay tuned at PPM for more news coverage on C&C World-Altering Editor!