Howdy! It is time to catch up on some old news, as reinforcements arrived a couple of weeks ago from Vengi as Vengi 0.0.34 has been published by mgerhardy. For those unaware of what is being written here, Vengi is a voxel engine that contains the VoxEdit, which is a voxel art editor that supports several volumetric pixel file formats, such as Command & Conquer vxl, Minecraft, Quake 1 bsp, Ace of Spades vxl, as well as some other voxel editors such as Goxel and MagicaVoxel. Here is the official announcement from VoxEdit's staff about Vengi 0.0.34:

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Changelog

A more detailed changelog can be found on github.

Join our discord server.

See the documentation for further details.

Known issues.

0.0.34 (2024-XX-XX)

General:

  • Fixed invalid UV coordinate handling when importing meshes to voxelize them
  • Added support for paint.net palettes
  • Added support for Adobe Photoshop ACO palettes
  • Added support for bbmodel Blockbench format
  • Added support for vxb Sandbox Block format
  • Fixed a few errors in the lua bindings of the g_import global
  • Extended the lua api (g_sys, g_io)
  • Fixed nameless, embedded textures in glb
  • Fixed off-by-one in voxformat_voxelizemode 1
  • Fixed missing axis flip for md2 scale and translate value imports
  • Added support for Quake1 mdl files
  • Added support for exporting and importing to and from png slices
  • Added support for Autodesk 3ds files
  • Support for loading normals for voxelization (mesh formats) and for voxel formats (vxl)
  • Fixed vxl saving for negative coordinates
  • Split file dialog options into a new separated dialog
  • Added new lua scripts (game of life, mandelbulb, smooth)
  • Added support for Pixelorama palette

VoxConvert:

  • Removed --image-as-XXX parameters (now part of the png format)
  • Removed --colored-heightmap (this is auto-detected in the png format now)

VoxEdit:

  • Allow to change the local directory for the asset panel
  • Add more online sources to the asset panel
  • Added support to apply a checkboard pattern to your voxels just for rendering
  • Improved handling for max allowed voxels
  • Disable undo/redo for model changes if you exceed a max suggested model size
  • Disable autosaves for model changes if you exceed a max suggested model size
  • New brush type to project textures into sub areas or on surfaces
  • Added an FPS option for the animation timeline
  • Added normal palette panel
  • Fixed missing memento group for merging nodes
  • Improved undo/redo for lua script changes on the scenegraph
  • Added a slice mode to only show a particular height level of your volume
  • Don't place invalid colored voxels in group lock mode
  • Render forward direction in the viewport


You can check more information about VoxEdit by visiting the Topic at PPM Forums, Official Website, and Discord Channel. Download Vengi 0.0.34 Here. And that's all for now! Have fun and enjoy VoxEdit and Vengi!

^Rampastein, the leader of C&C World-Altering Editor, has been busy working on C&C World-Altering Editor during our silence. The latest release is v1.3.5, which came out over a week ago. For those who are not acquainted with it, 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 v1.3.5 were announced with the following words:

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Minor update for rendering fixes and new functionality.

  • Made it possible to move base nodes with the base node management tool
  • Added support for DrawFlat=yes for overlay types, meaning Tiberium, Ore, and similar overlay will never overlap units anymore
  • Fixed overlay shadows using the wrong frame
  • Fixed depth rendering of large overlays that overlap multiple cells
  • (DTA) Fixed depth rendering of large terrain objects such as impassable bush and tree groups


Before C&C World-Altering Editor v1.3.5, the version 1.3.4 was released with the following changelog:

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Small maintenance patch.
  • Added "Repeat Last Connected Tile" keyboard command and menu option, defaults to Ctrl + D
  • Changed default hotkey of "Place Connected Tile..." keyboard command from Ctrl + D to Alt + D. This matches the terrain generator where repeat is Ctrl + G and configuration is Alt + G
  • Fixed a bug where the active house was not always displayed as the owner of the object in the object placement preview
  • (RA2/YR) Removed "None" item from the string selection window. This also fixes a bug where WAE would crash upon selecting said item. If you want to close the string selection window without selecting an item, press X on the upper-right corner of the window
  • (RA2/YR) Fixed a bug where parameters of action 125 were written incorrectly

    • For modders: this was fixed by adding support for the BuildingName trigger parameter type

  • (RA2/YR) Fixed bugs in several trigger actions where the waypoint parameter was written incorrectly



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

Hello everyone! I am deeply sorry for the recent silence. There were too many things going on at once in my real life, and eventually, I spent several days in a place where I could not plug my laptop into the power without frying the plug. Then, I had to use the laptop for critical matters only, such as survival at the place I was. Anyway, I have returned home today, and I am now able to resume our news posting here.

And let's get started with a piece of fresh news. A new version of Phobos, known as Phobos Build 45, was posted moments ago by their development team. 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. The changes from Phobos Build 45 were announced with the following words:

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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 45 is up!

Changes compared to build 44:

Migration info:

  • Critical hit animations created by Crit.AnimOnAffectedTargets=true Warheads no longer default to AnimList.PickRandom if Crit.AnimList.PickRandom is not set.
  • Units.DisableRepairCost was changed to Units.UseRepairCost (note inverted expected value) as it no longer has a discrete default value and affects Hospital=true buildings. Infantry does not have repair costs by default.

New features:

  • CreateUnit on AnimTypes extension to any unit (vehicles, aircraft, and infantry) (by Starkku)
  • AttachEffects updates (by Starkku)

    • DiscardOn=firing for AttachEffects
    • Cumulative refresh options for AttachEffects
    • ExpireWeapon.TriggerOn=discard
    • Allow restricting whether AE ArmorMultiplier is applied to damage dealt by specific Warheads

  • Reimplemented Airburst & Splits logic with more customization options (by Starkku)
  • Buildings considered as destroyable pathfinding obstacles (by Starkku)
  • Customizable animation visibility settings (by Starkku)
  • Combat light customizations & Light flash effect toggling (by Starkku)
  • Unit repair customization for buildings (by Starkku)
  • Toggle to disallow buildings from providing build area during buildup (by Starkku)
  • Allow customizing which building types provide build area for a building (by Starkku)
  • Scorch / Flamer fire animation customization (by Starkku)
  • Warheads parasite removal customization (by Starkku)
  • Allow infantry to use land sequences in water (by Starkku)
  • Allow customizing charge turret delays per burst on a weapon (by Starkku)
  • Allow customizing subterranean movement speed and allow parsing floating-point Speed values (by Starkku)

Vanilla fixes:

  • Removed the 0 damage effect from InfDeath=9 warheads to in-air infantries (by Trsdy)
  • Fixed damaged aircraft not repairing on UnitReload=true docks unless they land on the dock first (by Starkku)
  • Certain global tileset indices (ShorePieces, WaterSet, CliffSet, WaterCliffs, WaterBridge, BridgeSet and WoodBridgeSet) are now correctly parsed for Lunar theater (by Starkku)
  • Fixed radiation timer after load game (by Trsdy)
  • Follower vehicle index for preplaced vehicles in maps is now explicitly constrained to [Units] list in map files and is no longer thrown off by vehicles that could not be created or created vehicles having other vehicles as initial passengers (by Starkku)
  • Fixed objects with ally target and AttackFriendlies=true having their target reset every frame, particularly AI-owned buildings. (by Starkku & Trsdy)
  • Power on  Drive/Jumpjet/Ship/Teleport locomotors when getting unpiggybacked (by tyuah8)

Fixes / interactions with Ares:

  • Weapons fired by EMPulse superweapons without EMPulse.TargetSelf=true can now create radiation (by Starkku)
  • Append Ares' SW.Shots usage to Phobos' extended tooltips (by Trsdy)
  • Fixed Ares' Abductor weapon leaving permanent placement while abducting moving units (by Trsdy)
  • Suppressed Ares' swizzle warning when parsing Tags and TaskForces (typically begin with [Developer fatal]Pointer 00000000 declared change to both in debug.log). (by Trsdy)
  • Align Ares' CellSpread mechanism (for AttachEffect/EMP/IronCurtain wh) with Phobos' (by Trsdy)

Phobos fixes:

  • Fixed AE movement-based discard conditions to not consider jumpjet idle hovering as movement(by Starkku)
  • Fixed Nonprovocative not suppressing warnings on shielded objects (by Starkku)
  • Fixed LaunchSW.IgnoreInhibitors and SW.Next.IgnoreInhibitors overriding corresponding IgnoreDesignators settings (by Ollerus)
  • Fixed FactoryPlant.Allow/DisallowTypes not working with LimboDelivery (by Starkku)
  • Fixed FactoryPlant.Multiplier calculating results wrong for type-restricted FactoryPlants (by Starkku)
  • Allow Strafing. Shots to affect actual spy planes (by Starkku)
  • Fit tooltips background effects beyond the sidebar (by CrimRecya)
  • Fixed Crit.AnimList interaction with AnimList.CreateAll (by Starkku)
  • Fixed infantry SecondaryFire / SecondaryProne sequences being displayed in water instead of WetAttack (by Starkku)
  • Minor performance improvements for turret shadow (by Trsdy)
  • Fixed incorrect counter update for limbo-delivered buildings with AutoDeath.XX.AllowLimboed (by CrimRecya)
  • Prevent Phobos warhead effects from affecting units being warped out (by Trsdy)
  • Use country index for Phobos trigger events and actions like the vanilla game did (by handama)
  • Fixed subterranean locomotor issues from Build 44 (by Starkku)
  • Potential fix for rare crash with Scorch/Flamer on 1 frame animations (by Starkku)


If you are curious about Phobos, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven to obtain further information about it. Phobos is available for download Here. That's all, folks! Stay tuned at PPM for more news coverage on Phobos!

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.