Howdy! A new version of Notepad++ has been released recently by their team. 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 the official announcement from Notepad++'s staff about Notepad++ v8.4.9:

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  • Fix saving 4GB+ files file size cutting off issue. (Fix #12526)
  • Fix v8.4.8 hanging while opening some Pascal files. (Fix #12822)
  • Add JSON5 support, only JSONC currently (with js comment supported). (Fix #11676, #11713)
  • Add configuration for panels to ignore ‘-nosession’. (Fix #9710)
  • Fix Notepad Replacement display ‘Cannot open file " "’ regression in v8.4.8. (Fix #12775)
  • Fix Notpad++ hangs while deleting search results results. (Fix #12555)
  • Fix XML tag-matching not be case-sensitive. (Fix #10011)
  • Add support selection for “EOL to Space” commands, “TAB and Space conversion” commands & trim operations.(Fix #12720, #12745, #12702, #12602, #12658)
  • Improve Pascal/Delphi function list performance. (Fix #12693, #12687, #12808)
  • Fix exclude functions in comment zones in C++, PHP, JavaScript and Pascal. (Fix #12759)
  • Use a stable sort algorithm instead of a standard sort one. (Fix #12678)
  • Fix doc switcher not using alternate icon sets. (Fix #12242)
  • Enhance dark mode. (Fix #12713, #12737)
  • Fix hand cursor on URL too small display under high DPI issue. (Fix #12772)
  • Fix docking GUI regression for a plugin in light mode. (Fix #12007)
  • Fix cannot undo “Block Uncomment” & “Insert Date/Time” commands in one shot. (Fix #12830, #12831)
  • Fix sub-menu folder display mess in non-western languages under Macro/Run menu. (Fix #12670)


You can check more information about Notepad++ by visiting the Official Website, and Forums. Notepad++ is downloadable at This Address. And that's all for now! Have fun and enjoy Notepad++!

Hello everyone! FanWars Studio and CnC Saga, the developers of Fractured Realms, have recently shared some bits of the lore of this project with the public explaining the mineral that is crucial for its economy: Diastim. For those who are not acquainted with it, Fractured Realms is a game that uses the OpenRA engine that is heavily inspired by Command & Conquer and Starcraft franchises. It features four factions: The Earth Federation, the Red Alliance, the Order of the Baneslayer, and the Horizon Conclave. Those who control the Diastim crystals control the world. Here is what was shared about it:

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Lore with Logue N°2:
Diastim








Welcome back to the archive, Commander,

I see you’ve been contemplating the archive’s Diastim crystal. Quite the piece, isn’t it? I had the privilege to be present when it was moved here. In the brief time it was transferred from its previous containment field to this one, it managed to generate quite the show!


Come to think of it! When we think of Diastim, the first thing that comes to mind is its bright crystalline shards. However, they are actually a recent development. Indeed, for the longest time, Diastim was just dust, micro flakes that settled on the hull of ships when they traveled through subspace.


In fact, Diastim was discovered during the early trials of FTL travel technology when humankind was still figuring out the physics of subspace.

Scientists of that time theorized that our universe’s expansion might not be homogeneous in all dimensions and that, in some places, the “walls” were stretched thinner.

Some experiments were performed in order to launch subatomic particles through said “walls”, and they found out that when doing so, unknown new particles were breaching back into our universe.


Nevertheless, the real breakthrough came with the launch and subsequent return of A:Rn, the first subspace probe, a robot designed and equipped to travel across subspace and return.

Upon returning home, it was covered with a thin layer of strange dust.

This was humanity’s first encounter with the reality-warping crystal as well as the beginning of a long struggle to study and control it.

As you see, Diastim is hazardous in nature. It comes from outside our universe, follows rules we still do not fully understand to this day, and has wild reactions to external stimuli.


In fact, under the right circumstances, any atom thrown at a Diastim cristal can bounce off its surface and transmute into its antiparticle counterpart, which can cause immense damage.

Experiments with clocks have shown that time can be heavily distorted around it too, Which gives weight to the ghost stories of people encountering themselves when working around massive deposits of Diastim.

It can emit in the entire electromagnetic spectrum, from gentle heat to violent gamma-ray outbursts, including visible light, as you can see from this beautiful nebula pattern inside the crystal.

Oh! and it bends gravity, which means we had to secure furniture and various pieces of the collection when we were installing this cristal here, for example.


All this is why a crystal such as this one can be a phenomenal hazard if not handled properly.

Therefore when the nodes “barfed” them into our galaxy during the Fracture, you can imagine the devastation they caused to nearby systems.


Now, for a bit of interesting trivia, we are still not entirely sure why the flooding stopped. The previous theory, which was that the flow progressively stopped due to the nodes finishing their stabilization process, has recently been disproven. Indeed, some guys managed to destabilize a node in a lab, and nothing came out of it. Their current theory is that there was some pressure difference between our universe’s vacuum and subspace, and it was only because enough Diastim had poured into our universe that the nodes could reconnect and stabilize.

Yet I'm not convinced I’m pretty sure the reason nothing came through is that these guys knew what they were doing. They poked into an already existing node with a far more advanced subspace needle and with safety mechanisms… After all, we approach subspace with far more care nowadays.


By contrast, the Merveille Project was the opposite. It was a moon-sized superstructure meant to tear a hole through the wall of reality… exactly where it was at its thickest.


I mean, it worked. They managed to create an artificial subspace node. They just wrecked up the entire universe in the process…




What could go wrong?



Special thanks to Mairwen, who proofread my awful writing.


For further information about Fractured Realms, visit the ModDB Profile, and Discord Channel. And that's all regarding Fractured Realms for now. Stay tuned at PPM for more news about Fractured Realms!

Greetings, commander! A new version of Phobos has been released recently by Starkku. 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 are the official words about Phobos 0.3:

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Version 0.3 of Phobos is now here. Documentation for this version can be found at https://phobos.readthedocs.io/en/v0.3

IMPORTANT NOTE: Version 0.3.0.x (meaning either this release or any hotfixes that may follow) will be the final release of Phobos supporting Windows XP.
A full list of changes, including all new fixes & features in v0.3, can be found in changelog on the What's New page of the documentation.

Changes compared to release candidate 2:

  • DetonateOnAllMapObjects.AffectTargets & DetonateOnAllMapObjects.AffectHouses now allow no targets types/houses by default (by Starkku)
  • DiskLaser.Radius now accepts correct input values. Previously defined values require multiplication by 2*pi (by Trsdy)
  • Fixed problems with DeployFire / FireOnce fix (by Starkku)
  • Fixed a bug that caused certain options (such as BuildOffAlly) to not be saved correctly in save games (by secsome)
  • Fixed a bug that caused shield self-heal and respawned timers to be set to half their intended duration (by Starkku)
  • Fixed OpenTopped rangefinding not ignoring weapons that cannot be fired in transports (by Starkku)
  • Fixed a rare crash that would occur if a TechnoType was hit by a critical hit on the same frame it was created (by Starkku)
  • Fixed buildings created by superweapons via LimboDelivery incorrectly being taken into consideration when calculating the AI base center (by Starkku).


You can learn more about Phobos by visiting the Forums at PPM, Official Website, and Discord Channel at C&C Mod Haven. Phobos is downloadable at This Address. That's all, folks! Stay tuned at PPM for more news coverage on Phobos!

The End of Days: 0.98 screenshots!
Jan 26, 2023 - 16:32
Howdy! The crew from The End of Days has recently shared their recent progress on their project. For those who are not acquainted with it, The End of Days is a mod for Command & Conquer: Generals Zero Hour. It adds Russia as a new playable faction and improves the original three with new units, structures, and special powers! It strives to bring an authentic real-war feeling, with a few fictional additions for more fun and diverse gameplay & tactics! It also replaces Heroes with elite infantry, and Superweapons are mostly presented as mobile ICBM Launchers like Russia's Topol-M or China's DF-41. It also innovates with purchasable subfactions at your tech center instead of the original choice of "Generals" before battle, which allows you to change your strategy mid-game to counter your opponents! Each of the 4 factions has 3 completely different subfactions to choose from. Here is what was posted about it:

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Some 0.98 Screenshots

Taken by @[Z]Toppe_57SM3
Models by @Alexei_Stukov







For further information about The End of Days, visit the ModDB Profile, and Discord Channel. And this is all we can offer for today regarding The End of Days!

D.O.R.F. Update: Harvesting
Jan 25, 2023 - 11:27
The staff from D.O.R.F. has been working hard these days, and they have just shared some of their progress.

For those who are not acquainted with it, D.O.R.F. is an indie real-time strategy conflict game that uses the OpenRA engine. It brings three factions to the battlefield: Crumbling Empire, The Barbarians, and the New World Order. It should also bring innovative game mechanics, land, sea, and air combat, and interesting graphics. Here are the official words about it:

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We've been hard at work revamping the game's resource system. While new features like logistics and processing aren't quite ready to show off yet, here's a preview of some classic-style resource harvesting.



Click on the picture to watch the video and read the original tweet.


For further information about D.O.R.F., visit the Official Website, ModDB Profile, and YouTube Video Channel. And this is all we can offer for today regarding D.O.R.F.!

Hello ladies and gentlemen! A new development build of Thyme has been released recently by jonwil. This version has some bug fixes with ScienceStore, LocomotorStore, and weapon code.

For those unfamiliar with it, Thyme is an open-source re-implementation of Command & Conquer Generals: Zero Hour. This project is a bottom-up rewrite of Generals: Zero Hour, using the original binary to provide functions that have not been implemented yet. The intention is to allow the fixing of bugs, implementation of new features, and porting to platforms unsupported by the original.

You can find more information about Thyme by visiting the Official Website, and Discord Channel. Download Thyme Here. And this is all for today! Enjoy Thyme and provide your feedback about it so it can get better.

One vision, one purpose! OpenRA developers, the leader of OpenRA Tiberian Dawn HD, has published a new playtest version of OpenRA Tiberian Dawn HD called OpenRA Tiberian Dawn HD playtest 20230110-3. It is still an evolution of the playtest 20230110 announced some weeks ago.

For those unaware, OpenRA Tiberian Dawn HD is the Tiberian Dawn mod from the OpenRA engine using the high-resolution graphics and other assets from Command & Conquer: Remastered Collection. In order to run it, you must own a Steam or Origin copy of Command & Conquer: Remastered Collection. It is also recommended to use a high-performance dedicated GPU. Here are the changes from OpenRA Tiberian Dawn HD playtest 20230110-3 that we know so far:

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OpenRA Tiberian Dawn HD playtest 20230110-3's changes:

  • Add support for Steam installed via Flathub.
  • Fixed SequenceSet memory leak.



OpenRA Tiberian Dawn HD playtest 20230110-2's changes:

  • Fixed RemasteredScale.
  • Fixed sheet overflows on some snow maps.
  • Work around missing "Harvester Lost" notification.
  • Fixed user maps path.


You can find more information about OpenRA Tiberian Dawn HD by visiting the Official Website. Download OpenRA Tiberian Dawn HD Here. And that's all for now! Have fun and enjoy OpenRA Tiberian Dawn HD!

paint.net 5.0.1 is now available
Jan 24, 2023 - 02:11
A new version of paint.net has been released recently by their crew. For those who are not acquainted with it, paint.net is a free and open-source image and photo editing software for Windows with quite a rich set of features. Here are the updates from paint.net 5.0.1:

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This is a small update with a few important bug fixes, updates to the bundled plugins, and a new toolbar button to enable/disable pressure sensitivity.

Changes since 5.0:

  • New: Added a button in the toolbar, next to Brush Size, for enabling/disabling pressure sensitivity. The button will only appear if a compatible pen or drawing tablet is detected and Windows Ink has not been disabled in Settings.
  • Fixed some issues with the main window that would only happen on multimonitor Windows 10 systems
  • Fixed a few small issues with the Zoom tool
  • Fixed an issue when saving a JPEG or TIFF with certain types of 0-length IPTC metadata
  • Fixed: On older systems with multiple GPUs (e.g., Intel HD iGPU and an AMD/NVIDIA dGPU), where the first enumerated GPU does not support Direct3D 11, PDN will now use the next enumerated GPU that meets the Direct3D 11 requirement, rather than falling back to CPU rendering.
  • Fixed a rendering bug when using the Pencil tool on small images exactly 2 pixels wide
  • Fixed some crashes on systems with buggy GPU drivers. Paint.NET will try to revert to software rendering in this case.
  • Fixed a crash on some systems with multiple pen/tablet devices, where some of the devices were claiming the same cursor ID
  • Changed: All binaries are now digitally signed, not just EXEs and the shell extension DLLs (thanks @null54 for the help!)
  • Updated the bundled AvifFileType plugin to version 1.1.23, which fixes an issue with progressive decoding (thanks @null54!) 
  • Updated the bundled DDSFileTypePlus plugin to version 1.11.0.0, which now detects files saved with the wrong extension and tries to load the file anyway (thanks @null54!)
  • Updated the bundled WebPFileType plugin to version 1.3.16.0, which fixes the detection of misnamed files (thanks @null54!)


For further information about paint.net, visit the Official Website. Download the latest version of paint.net Here. And this is all for today! Enjoy paint.net and provide your feedback about it so it can get better.