Hello everyone! The leader of Tiberian Dawn Redux, sgtmyers88, has recently released Tiberian Dawn Redux 1.5. For those who are not aware, Tiberian Dawn Redux is a total conversion for Command & Conquer: Generals Zero Hour that brings the Tiberian Dawn universe into it. The changes from Tiberian Dawn Redux 1.5 were announced with the following words:

Quote:

***STATUS UPDATE FROM THE BATTLEFIELD***
Back after 4 years, C&C Tiberian Dawn Redux version 1.5 is now available to download! This version adds many new features including naval warfare and much more polished gameplay along with updated graphics and scenery for an even more immersive experience!










A new GDI Orca Button Icon, a sampling of the user interface overhaul done in this update.







Nod Base with several new models and all new terrain.




DOWNLOAD CURRENT RELEASE HERE
DOWNLOAD CAMPAIGN CUTSCENES HERE








WHATS FOUND IN VERSION 1.5:

Both GDI & Nod story campaign missions completed and debugged with their respective videos
A SPEC OPS campaign with a few bonus missions based on console ports of the original C&C
Completely new terrain textures, shaders, water, & shrubbery for the skirmish maps & campaign missions
Enhanced & updated particle effects
Button icon cameo images have been mostly redone
New sound effects
New repair/build cursors with keyboard shortcuts enabled to make building/repairs less tedious
New guard & follow ability. You can now order units to guard and follow a specific unit or structure
Added special build range indicators for ConYard constructed buildings
Nod Artillery vehicle speed slightly decreased, also deploys before firing with a 2 second delay
Updated Grenadier model and animations
Updated GDI & Nod Commando model and animations
Updated GDI & Nod Engineer model
Technician finally has a visible pistol & shooting animation with its new model
Splash damage radius reduced for most weapons
Engineers now have a special "repair" range indicator
APC's now have a special "heal" range indicator
Adv. Mammoth Tank now has a RailGun upgrade
Adv. Abrams Medium Tank now has an autoloader (faster firing rate)
APC machine gun firing burst rate decreased (does not apply to Assault APC)
APC HP/Armor increased (does not apply to Assault APC)
Artillery/MRLS HP & Armor increased
GDI GunBoat missile weapon damage & range slightly reduced
GDI GunBoat can deploy anti-ship mines
All base defenses rebalanced with similar weapon/vision ranges (except Obelisk and AGT)
Game economy reworked, both Tiberium $ value and Harvester holding value reduced
New Bradley (Light Tank) Model
New Humvee Model
New C-130 Transport Aircraft Model
New C-17 Transport Aircraft Model
New A-10 Warthog Model
New MRLS Model
New Guard Tower Model
New Hovercraft Transport Model
Reworked Tiberium Refinery & Tiberium Silo Models
Special logos added to Talon and Black Hand ConYard's for easier identification
Several other existing unit & structure models have been reworked & retextured with new details
New Nod Missile Submarine
New Tech Naval Yard that can build either a Hovercraft Transport, GDI GunBoat, or Nod Missile Submarine
Red Alert Era Attack Dog included as an Easter Egg
Battlefront Temperate Skirmish Map rebalanced along with being increased to 4 players
Coral Beach Skirmish Map rebalanced & restored to 4 players
Dynamite Dunes Skirmish Map rebalanced
AI & Framerate improvements to the Tiberium Gardens Skirmish Map
AI & Framerate improvements to GDI SPEC OPS #1
AI & Framerate improvements to GDI Mission #8
AI & Framerate improvements to GDI Mission #15
AI & Framerate improvements to Nod Mission #13
Rescripted Nod SPEC OPS #1 (AOD mission) to not last as long and reduced the number of attack waves




The GDI GunBoat is now buildable and can also deploy mines.









The Brotherhood of Nod's stealthy Missile Submarine which can also fire torpedoes at enemy naval forces.







Another little detail was also added to the ConYard's of the Black Hand and Talon Subfactions which helps with easier identification of who you are up against. Their respective logo will be displayed on top of the roof. (homage to the C&C pre-release imagery)



The Adv. Mammoth Tank with its Armor and RailGun Upgrades














New Skirmish/Multiplayer Community Maps:

Island Conflict (2p)
Krakatau Island (2p)
River Warfare (2p)
Small Villages (2p)
Eastern Front (2p)
Power Play (4p)



Skirmish/Multiplayer Maps that now include Naval Warfare:

Bombardment Beach (2p)
Coastal Carnage (2p)
Cold Shores (2p)
Island Conflict (2p)
Island Defense (2p)
Krakatau Island (2p)
Seaside Mutiny (2p)
Flash Effect (3p)
Atlantic Boardwalk (4p)
Coral Beach (4p)
Dark Mountain (4p)
Tournament A (4p)
Tournament B (4p)
Tournament Continent (4p)
Tournament Island (4p)
Armored Fury (6p)



ConYard Build Radius Demo Clip - Mod DB






C&C Tiberian Dawn Redux: New Guard, Heal & Repair Abilities Demo - Mod DB




TROUBLESHOOTING & FAQ's
FACEBOOK PAGE



Also feel free to follow the development of
C&C Red Alert Redux





Also for those interested, here is a brand new Discord Server launched exclusively for the Mod. There is a sub-category for RA Redux. Feel free to share the link as it is non-expiring.



PS:
It has been brought to my attention some popular third party software for the game or using custom video resolutions can cause issues with a "black bar" rendering in-game. A workaround is to use the modified GameData.ini with DrawEntireTerrain enabled. It goes in the games Data/INI folder. See the link below.




BLACK BAR HOTFIX ADDON




If you are curious about Tiberian Dawn Redux, visit the ModDB Profile to obtain further information about it. Download Tiberian Dawn Redux 1.5 Here. And that's all regarding Tiberian Dawn Redux for now. Stay tuned at PPM for more news about Tiberian Dawn Redux!

Contra X - News Update April 2022
Apr 27, 2022 - 09:40
The staff from Contra has recently shared some bits of the recent progress done on their project. For those who are not familiar with it, Contra is a modification for Command & Conquer Generals: Zero Hour that redefines the experience of the game with new units, new graphics, and adds generals powers. It adds 3 new generals, it also improves the AI greatly and introduces super units, among many other gameplay changes, balance changes, and bug fixes. Here is what was posted about it:

Quote:
Hello all!!!

After some time, we are back with an update. Along with so many balance changes and visual improvements, we are also introducing a brand new unit that belongs to Airforce General family.

M113 is a rank1 transport vehicle, well-armed with M61 Vulcan weapon effective both vs infantry, light vehicles, and air units.



Not only you will be able to transport safely infantry to any side of the map, you are also able to engage any soldiers in your way. Defending vs. GLA is now easier, Quad Tank and some other "problematic" units won`t drive through your base like they are in their backyard.

Airforce mirror match is now much more enjoyable. Thanks to M113, King raptor is moved back to rank3 with old firepower.



Model, texture and main code: dce
Additional coding and bug fixing: ThePredatorBG
In game cameo: tria
Lines and voice: Matthew_Vanston
In game clips: Marakar











For further information about Contra, visit the Official Website. And that's all regarding Contra for now. Stay tuned at PPM for more news about Contra!

Howdy! The staff from Dawn of the Tiberium Age has been working hard in these days and they have just released a new map editor for Tiberian Sun. For those who are not aware, Dawn of the Tiberium Age is a stand-alone mod for Tiberian Sun that combines Tiberian Dawn (Command & Conquer 95) and Red Alert featuring a classic mode and an enhanced mode. Here is the official announcement from Dawn of the Tiberium Age:

Quote:
Happy Easter, commanders!

While we don't have bunnies this time, we instead have an all-new map editor. Written from the ground up in C#, it makes mapping for DTA a lot more efficient. To avoid making you read through a giant wall of text, we created a short video that showcases its new features, including automatic terrain generation:











The new features, improved interface and better performance over the ancient "FinalSun" map editor used by the C&C Tiberian Sun community for the past 20+ years make mapping with this editor up to several times faster. The map shown in the video only took me 3 hours to create; with the old editor it would've taken around 10 hours. Simply because the new features and improvements remove a lot of the repetitive, manual mechanical work that was necessary with the old editor.

As another example, creating some of our latest maps, like [8] Extreme Marshlands, simply wouldn't have been feasible without the improvements this editor brings, as achieving the same detail level for the swamps with the old editor would've taken a dozens of times more effort.



Creating the extremely detailed swamp areas of [8] Extreme Marshlands would've been a practically impassable task with the old "FinalSun" map editor.




We've internally used this editor for a while already, starting from the "Chainbreaker" single-player mission released last August, and think it's finally ready for public release. While we didn't demonstrate it in the video, the editor also brings major improvements to mission scripting. It contains all the functionality that the old FinalSun editor had, but with a more efficient user-interface that displays and allows manipulating more information at once, and allows quick checking of references between triggers, objects and waypoints. Below are a couple of examples.



You can hover over a waypoint to view what triggers, scripts or team types use the waypoint.





The new map editor with all scripting dialogs open.






The new map editor will be included with our next update, which, assuming all goes according to plan, will be ready within the next couple of weeks.




For those interested, the source code of the editor is available at Rampastring's GitHub profile: Github.com
For license and credits, see the License file at Github.com



For further information about Dawn of the Tiberium Age, visit its Forums at PPM. And that's all for now!

Mastermind On Colony Wars
Apr 05, 2022 - 02:14
Hello ladies and gentlemen! Atomic_Noodles, the leader of Colony Wars, has recently posted some updates that were done with the Mastermind unit on Colony Wars. Its graphics were updated matching its concept art more where it overshadowed Main Battle Tanks. For those who are not acquainted with it, Colony Wars is a modification for Yuri's Revenge with Ares and Phobos that brings Giant Ants as the Colony to the game. Here is the official announcement from Colony Wars:

Quote:





Old Graphics:http://media.moddb.com/images/mods/1/21/20827/mind_0000_prev.png

Mastermind
Affiliation: Syndicate
Primary Weapon: Mind Control
Role: Support Super Tank
Cost: 1750
Speed: Average
Armor: Heavy Plating
Movement: Amphibious
Requirements: Machine Junction & Cabal Laboratory
Additional Info:
- This Unit is exclusive to the Psychic Enclave
- Omnicrusher
- Can deploy to mind control faster
- Immune to Psionics
- Immune to Vehicle Sniping
- Can gain Experience (Controlled Units confer partial experience to the Mastermind)

The Mastermind is the Super Tank of the Psychic Enclave.  Within its large glass dome, it houses a giant mutant brain that is able to mind control enemy units. Rumored reports and intel have said that the brain is created by extracting brain matter from dying psychic soldiers within the Syndicate or "Volunteers" from the Local Populace. Whatever method it might be, the brain matter is then grown in tissue culture.  Once enough mass has been accumulated, the Giant Brain is placed inside a specialized tank chassis that provides the brain life support & mobility. The Mastermind dwarfs most vehicles allowing them to easily crush smaller vehicles.  Due to some unseen conditioning brought on by the process of growing the brain, Mastermind "Pilots" have an unnatural want to rapidly control as many targets as they can. Perhaps to regain consciousness of the original host or something more insidious. The Commander can take advantage of the flaw by coercing the Mastermind to further increase its fire rate by deploying. Regardless of how the flaw manifests on the Mastermind, once it has taken control of more than 3 targets it will start to overheat and explode ramping up in damage the more targets it puts under its hive mind. Despite its size, the Mastermind is also capable of moving over water thanks to anti-gravity panels installed onto its treads.


For further information about Colony Wars, visit its Forums at PPM. And this is all we can offer for today regarding Colony Wars!

Hello everyone! Kratos has got some progress through the latest months. Right now, its latest version is Build 6.24. For those who are not aware, Kratos is a Chinese solution that extends the modding features from Red Alert 2: Yuri's Revenge with Ares and YR Dynamic Patcher. Here are the official words about Kratos Build 6.24:

Quote:
Build Update

B6.1 - Remove redundant log information, and the Paintball effect is smoother in Next.

B6.2 - Fix AttackBeacon not working.

B6.3 - Extra fired weapons now support custom Tesla effects by Ares and Phobos.

B6.4 - In the multi-type tail system, the ELECTRIC-type label is changed from Electric.IsAlternateColor to Bolt.IsAlternateColor, and extend some labels to support the custom Tesla effects by Ares and Phobos, such as Bolt.Color1, Bolt.Disable1, etc.

B6.5 - Fixed a bug that could cause the Stand to drop off the projectile and a bug that could cause the anti-projectile not to work. Part of the logic of AutoWeapon was optimized, and a label AutoWeapon.FireToTarget was added to make AutoWeapon only fire at the target of the attached object.

B6.6 - Fixed the bug that the Stand would not disappear when attach to the Spawn, and added a label Stand.ExplodesWithMaster to make the Stand explode when JOJO dies.

B6.7 - Added a label Stand.DrawLayer to control the rendering level of the Stand, and added a label Stand.Powered to let the Stand act only when the power is sufficient.

B6.8 - Redesigned the Cumulative control of AE. Now Cumulative will have three values to control the state, which is no longer affected by AutoWeapon. When Cumulative=Attacker, the same AE from a Different Attacker can be Cumulative. The meaning of AutoWeapon.IsAttackerMark is more explicit, is it possible to interact with the source of AE, allowing the weapon to be fired from the Attacker or fired to the Attacker.

B6.9 - Fixed a bug of Bullet checking buildings if enable proximity, fixed a bug that the Stand can still act when the power is cut down when Stand.Powered=yes, and added a new label Stand.SameHouse=yes to control whether the Stand changes its House with the Master.

B6.10 - Fix and add support for Phobos' TurretOffset. Adds a new label NotAffectTypes to build a blacklist of AEType.

B6.11 - Fix the bug that the rotation direction is wrong of IsOnTurret in TurretOffset.

B6.12 - Fixed a bug where the game was saved/loaded incorrectly.

B6.13 - Fixed a bug where the transport vehicle spawned from the gift box and could not carry passengers.

B6.14 - Fix a direction math problem.

B6.15 - Fixed a miscalculation of the same group of AEs when cutting the timer.

B6.16 - Fixed a rendering error of the tail system, optimized the online stability, and added two labels ResetDurationOnReapply=no and Stand.ForceAttackMaster to AEType.

B6.17 - Fixed many issues where the Tail-System, Stand-System, and AutoWeapon-System would cause synchronization errors when online multiplayer matches.

B6.18 - Fixed Air-Block created when using GiftBox to get Infantry or Jumpjet units. There may also be an Air-Block issue when using Infantry or Jumpjet units as Stand, this issue has not been fixed, please use Ground Vehicles as Stand.

B6.19 - Completely fixed the Air-Block issue caused by Infantry type and Jumpjet type when using GiftBox and Stand functions.

B6.20 - Fixed the air-block issue caused by forced movement by building extrusion Stand unit.[/b] and added label GiftBox.OpenWhenDestoryed=no to GiftBox.

B6.21 - Fixed a bug that caused the nuke to disappear when the [NukeCarrier]'s Damage=0. Added the label AdvancedBallistics=no to projectiles to disable advanced Arcing ballistics to be compatible with Phobos' adjusted Arcing's gravity logic. Added the label Stand.SameTilter to the Stand to force the tilt of the Drive Stand, and added the label Stand.MobileFire to make the Stand misfire when JOJO moves.

B6.22 - Fixed a serious bug where Gatting Count Error in the elite stage caused the upgrade to fail.

B6.23 - Fixed EIP 004A9794 when a unit with AE-Animation dies. Fixed JJFacingToTarget units not tracking enemies out of range.

B6.24 - JJ units of JJFacingToTarget can now perform Guard and AreaGuard missions.

Change Log
1) Renamed the AutoWeapon.WeaponTypes label to AutoWeapon.Types.

2) Removed AutoWeapon.Shooter and AutoWeapon.ToAttacker.

3) Renamed the DestroySelfPeaceful label to DestroySelf.Peaceful, same name as AE's new effect.

4) AttachEffect adds the effects of such as Firepower and speed, some can affect ProjectileType.

5) Deleted Paintball, moved to AttachEffect-System.

6) Expanded AttachEffectTypes with new effect types, DestroySelf, Transform, etc.

7) Redesigned the AttackerMark system, still using the AutoWeapon effect of AttachEffectTypes, adding an independent label CumulativeByDifferentAttacker to control multi-source attach cumulative when AutoWeapon.IsAttackerMark=yes special settings are activated and the behavior of AutoWeapon is changed from the AE-Receiver fire to point to change to the AE-Source fire to the AE-Receiver, and extra labels to control more details.

8) AutoWeapon can now fire weapons held by attached units.

9) The projectile proximity and penetration system has been redesigned and it has more detailed settings now.



For further information about Kratos, visit its Official Website. You can grab the latest version of Kratos by clicking Here. And this is all for today! Enjoy Kratos and provide your feedback about it so it can get better.

Howdy! I'm still trying to catch up with what happened in the recent weeks, and this one is old. About four weeks ago, the crew from Phobos released Phobos Build 27. For those unfamiliar with it, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is entirely open-source. Here are the updates from Phobos Build 27:

Quote:
Phobos development build 27 is up! Changes compared to build 26:

New:


  • Shrapnel enhancement (by secsome)
  • EnemyUIName= Now also works for other TechnoTypes (by Otamaa)
  • DestroyAnim & DestroySound for TerrainTypes (by Otamaa)
  • Weapons fired on warping in / out (by Starkku)
  • Storage.TiberiumIndex for customizing resource storage in structures (by FS-21)
  • Grinder improvements & customizations (by Starkku)
  • Attached animation position customization (by Starkku)
  • Trigger Action 505 for Firing at specified location (by FS-21)
  • Trigger Action 506 for Firing at waypoint (by FS-21)
  • New ways for self-killing objects under certaing cases (by FS-21)
  • ForceWeapon.Naval.Decloacked for overriding uncloaked underwater attack behavior (by FS-21)
  • Shared Ammo for transports to passengers (by FS-21)
  • Additional critical hit logic customizations (by Starkku)
  • Laser trails for VoxelAnims (by Otamaa)


Vanilla fixes:


  • Fixed AI Aircraft docks bug when Ares tag [GlobalControls] > AllowParallelAIQueues=no is set (by FS-21)
  • Fixed jumpjet units that are Crashable not crashing to ground properly if destroyed while being pulled by a Locomotor warhead (by Starkku)


Phobos fixes:


  • Improved shield behavior for forced damage (by Uranusian)
  • Fixed SplashList animations playing when a unit is hit on a bridge over water (by Uranusian)
  • Fixed shielded objects not decloaking if shield takes damage (by Starkku)
  • Fixed critical hit animation playing even if no critical hits were dealt due to Crit.Affects or ImmuneToCrit settings (by Starkku)
  • Fixed a possible crash involving unit DestroyAnim (by secsome)
  • Fixed negative superweapon RechargeTime incorrectly showing in tooltip (by secsome)
  • Fixed incorrect object health checks in Phobos-introduced AI attack script actions (by Uranusian)
  • Fixed Layer.UseObjectLayer to work correctly on animations (by Starkku)
  • Fixed Shield.Penetrate not being affected by Shield.AffectTypes (by Starkku)
  • Fixed target evaluation not always using correct armor type for shielded units (by Starkku)




You can check more information about Phobos by visiting its topic at the PPM Forums and their GitHub profile. Phobos is downloadable at This Address. And this is all for today! Enjoy Phobos and provide your feedback about it so it can get better.

Hello again, and sorry for the silence! There is no better day than April 1st to fix our news collecting script and get the site fully active again. If something is wrong with the news, the date saves the day.

A new version of YR DynamicPatcher has been released some weeks ago by Xkein. For those who are not aware, YR DynamicPatcher is a tool that can dynamically patch Yuri\'s Revenge by compiling the C# code and syringe into binary code at the Yuri\'s Revenge\'s game executable. Here are the official words about YR DynamicPatcher 2.0 beta:

Quote:

  • To run DynamicPatcher, you need



  • Runtime VC++ 2015 - 2019 x86 and .NET Framework 4.8

  • Run as Administrator




  • Welcome to give any feedback

    Email: 739502808[at]qq.com




  • Suggestion

    Set 'hide_console' to false when you are in develop mode because you can see error and warning message easily.




  • To try

    Writing the below to rules:

    [MTNK]

    Scripts=MTNKScript.cs

    FireSuperWeapon=NukeSpecial

    [HTNK]

    Scripts = SpinningScript

    [DISK]

    Scripts = DISKScript.cs

    [GGI]

    Scripts=GGI

    [AAHeatSeeker2]

    Scripts = HappyNewYear, AAHeatSeeker2Script.cs

    [GiantNukeUp]

    Scripts = GiantNukeUpScript

    [BFRT]

    Scripts=BFRTScript

    [JUMPJET]

    Scripts=JUMPJETScript

    [DESO]

    Scripts=DESO




Runtime INI:

Open 'compiler.config.json' and change '_REALTIME_INI' to 'REALTIME_INI' before restarting.


  • What's new?

    • all logs will be saved in 'DynamicPatcher\Logs'

    • the change of '.cs', '.csproject', 'compiler.config.json' will lead to rebuild when booting

    • better visual effect in console

    • add RunClassConstructorFirstAttribute on class or struct to run static constructor first

    • new hook type: ExportTableHook, ImportTableHook

    • fix Invoke_3 error when plasticSCM installed or exception not caught [Bugfix]

    • references in 'compiler.config.json' will be searched in directory 'DynamicPatcher\Libraries'

    • allow grouping assemblies as folder in 'DynamicPatcher\Libraries'

    • allow missing assembly references

    • only build project specified by solution (skip compile)

    • native dlls will be searched recursively in directory 'DynamicPatcher\Libraries'








If you are curious about YR DynamicPatcher, visit their GitHub profile to obtain further information about it. You can grab the latest version of YR DynamicPatcher by clicking Here. And this is all for today! Enjoy YR DynamicPatcher and provide your feedback about it so it can get better.

One vision, one purpose! Zorbung, the leader of Yvory, has recently released Yvory 220310. For those who are not aware, Yvory is a voxel editor for Tiberian Sun, Red Alert 2, and OpenRA editor. It edits VXL, HVA, VPL, and PAL files. It imports and exports Wavefront OBJ. It allows texture painting. It includes an asset manager for easy file management. It also features voxel paint & build, resize canvas & content, many rendering options, lighting setup, selection tool with scaling & rotation, a color limiter to restrict operations on specified colors only, and more...  Here are the official words about Yvory 220310:

Quote:


RA2YR Enhanced will soon be turning 2 years old! In case you're not familiar with it, RA2YR Enhanced is a high quality vanilla+ mod for Yuri's Revenge, aiming to enhance the original game experience without straying too far. Most important files have been brushed and cleaned up, and along with carefully set up community add-ons like Ares and Phobos, the game is now more stable than ever and able to play at the level of a weak human player, for endless offline fun!

But right before a new version update, I'm proud to release Yvory, a very powerful modding tool that can help modders make game assets for their own mods in a matter of minutes! For what is worth, Yvory is an acronym for Yuri's Voxel Factory.

This was initially intended for private use, but I've decided to make it available for everyone's benefit. Yvory is the only professional-level modding tool available for Red Alert 2 and Yuri's Revenge at this moment, so if you have any interest in modding the game then this is a must-have. With more than 50 features, including the ability to import and export models as Wavefront obj files from other 3D rendering software, modding the game is no longer a tedious task, in fact it has never been more fun!




Yvory - Mod DB






You can also use Yvory to show off your finished work by taking screenshots and animated GIFs which can be easily posted anywhere.









If you're a voxel artist and make a time-lapse or something interesting using this tool, please let me know so I can feature you in my future articles.

Get Yvory from the link bellow, and please read the requirements in the file's description.



Download Yvory - Mod DB






Keep in touch with the latest updates, new tools and more by following RA2YR Enhanced:



If you are curious about Yvory, visit Yvory Topic at PPM Forums to obtain further information about it. You can grab the latest version of Yvory by clicking Here. Feel free to share your feedback and ideas about it, as well as report all the bugs that you find out Here or by replying to this news post. And that's all regarding Yvory for now. Stay tuned at PPM for more news about Yvory!