Hello, ladies and gentlemen! Updates of Rise of The Reds has been shared moments ago by SWR Productions. For those unfamiliar with it, Rise of The Reds is a classic and popular modification for C&C Generals: Zero Hour that adds two completely new factions: the tank-heavy Russian Federation and the defense-oriented European Continental Alliance. It also greatly expands the three original factions with several new units, buildings, powers, and abilities to explore and combine with your in-game tactics. Here is the official announcement from Rise of The Reds:

Quote:
Good evening, everybody!
It's that time of the week again, so let's not dilly-dally and jump right on in.

A constant within all versions of ROTR has been GLA's inherent weakness in late-game environments. This is a natural inevitability for the faction and very much by design. After all, with the faction's themes being stealth, sneakiness, and hit-and-run gameplay, light-fast units can only scale so much before they get outclassed.

However, it has been noted many times that within late-game stalemates (especially on maps with narrow chokepoints or team games with lots of ECA players), GLA really has struggled to maintain momentum and react in a meaningful way when playing defensively without resorting to the sheer force of Rocket Buggies to overwhelm their opponents. Partly, this was due to a now fixed bug with the Grad's secondary damage not working as intended, but it is also linked to a lack of other reliable anti-tank options that GLA players can use in the game environment once so many crowd control options exist to counter close range AT infantry like Angry Mobs and Tunnel Defenders. Although we intend for GLA to be a more early-game-focused faction, the sheer lack of variety in GLA strategies and units we have seen because of these issues is something we do want to address with 1.9.

We decided to do a few things. Firstly, we fixed the Grads to have correct damage calculations. This was a great first step but still didn't really mix up the unit variety in the way we wanted. We decided two things were needed.

The first was some sort of super impactful late-game unit that had the power to break through enemy defenses or destroy enemy vehicle columns with high burst potential to act as an alternative to the existing artillery roster. With the inclusion of the Helix in previous builds, we thought, "why not bring back the Scud Launcher? It fits this role, and if China is getting a ZH favorite, why not give GLA the same?"

So, our beloved Scud Launcher has returned. You will note that this version of the Scud is extremely different from the ZH version, both in how it works and how it plays. It launches its missile much slower at a much higher range than before. The choice of choosing what type of warhead the Scud launches has also been removed, instead now firing the exact same Scud missile that the Scud Storm shoots - albeit a single missile instead of nine. Finally, the Scud Launcher is also limited to a maximum of four units. In practice, this makes Scud Launchers very prized and limited units that have the power to turn the game completely around, but only if players can keep them alive. This should make them the limited force multiplier they should be and not make them a must-pick Generals Power every single game.

We also wanted to add a lighter, more mid-game-focused anti-tank alternative to Rocket Buggies that could give GLA a more reliable counter to enemy armor without needing to rely on said buggies every single time.
Thus, the Spear Team was created.






From the late 1950s to the late 80s, Soviet engineers developed a series of ballistic missiles that were collectively designated as the Scud family by Western militaries. During the Cold War, these missiles were exported to all members of the Warsaw Pact as well as numerous Soviet-aligned states in Asia and Africa. Some of these states went on to develop their own derivatives of the Scud, such as the North Korean Hwasong, the Iranian Qiam, or the Yemeni Burkan series of missiles. With such an extensive proliferation, it came as no surprise that many Scud missiles wound up in the arsenal of the Global Liberation Army during the War on Terror. Operating from hidden bases in Iran and the Caucasus Mountains, the forces of Dr. Thrax, in particular, commanded a large number of these missiles and used them to devastating effect against coalition forces and population centers throughout the region. Even after the killing of Dr Thrax and the shattering of his organization, many of the missiles remained unaccounted for. A decade later, following the re-consolidation of the GLA under the leadership of Warlord Anwar Sulaymaan, intelligence agencies found new insights into their whereabouts. All three factions of the GLA possess several hundred Scud derivatives, typically arranged on stationary launch pads known as "Scud Storms". The anarchist faction of Tahar Ibrahiim also controls several wheeled launch vehicles that allow the use of Scuds, tipped with combined high-explosive/chemical warheads, as mobile battlefield artillery. Analysts have found out that this use of Scuds is not only rooted in tactical considerations but also in the peculiar politics of the anarchist faction, as operational command of these mobile missiles alternates between different elected and term-limited councils to prevent an excessive concentration of power. For this reason, only a limited number of Scud Launchers can be deployed at any given time.

Unit Description MARS2588



Despite being quite outdated in their role as anti-tank weapons in an age of guided missiles and smart munitions, recoilless rifles continue to see use in developing countries with limited military resources or absence of major armed conflicts, as well as by non-state organizations such as the Global Liberation Army. In this context, tripod-mounted rifles are frequently used by teams of more experienced fighters, whose long-honed skills in target identification and gunnery allow them to inflict serious damage to light vehicles and even tanks at long ranges by targeting their tracks, optics, and other weak points. Typically, these units are referred to as Spear Teams, a term whose specific origin is as enigmatic as anything else about the organization's army culture. Some analysts suggest that the operators liken themselves to "spearmen" in their historic role against cavalry and its modern "armored" descendants.

Unit Description MARS2588

We hope you have enjoyed this week's update, and we hope you're all ready to welcome back an old favorite as we have been. Till next time, Generals!


You can find more information about Rise of The Reds by visiting the Official Website, Forums, ModDB Profile, Discord Channel, and YouTube Video Channel. And that's all for now!

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:

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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:

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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:

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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 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.

Hello everyone! SWR Productions, the leader of Rise of The Reds, has been busy recently working on it and shared its progress report with us. Rise of The Reds is a classic and popular modification for C&C Generals: Zero Hour that adds two completely new factions: the tank-heavy Russian Federation and the defense-oriented European Continental Alliance. It also greatly expands the three original factions with several new units, buildings, powers, and abilities to explore and combine with your in-game tactics. Here is the official announcement from Rise of The Reds:

Quote:
Good evening everyone. We hope you've had a great week.

This week, we are continuing our exploration of the American Armoured Company expansion, with the Paladin kits. Positioned as the American heavy tank, the Paladin - although tanky with the right upgrades and battle plans - was left in a rather vicarious spot when paired up against its contemporaries. When fighting other heavies like Golems and Kodiaks, it was often an even fight, and often the Paladin would need to have support, and when against super heavies like Overlords and Sentinels, it could not engage without some level of support at all. Although this was by design, this left the Paladin in a rather odd place within the US tech tree. It was a GP-locked unit that couldn't really do its job of being a breakthrough heavier vehicle, nor did it have the firepower to really go toe-to-toe with its contemporaries. So, when reworking the armored company Generals Point, we decided that instead of doubling down on one role or another for the Paladin, that we expand the unit and give it the capacity to do both and more with some kits.






Throughout the war against the GLA, the US Army invested in the development of new tanks tailored for rapid global deployment and asymmetric warfare. The M1 Abrams underwent a series of branching upgrades from the common CRSADR (CRew Smart Assistance & DRone package, dubbed "Crusader") to the novel PALADIN (Perimeter-Active LAser Defence INtegration). After the War on Terror and the crisis of the early 2030s, the US armed forces were streamlined to once again engage in overseas operations at only a fraction of the previous cost through the implementation of new automation, battle management, and propulsion technologies. An early product of this was the M10 Paladin II battle tank, which fused the decades worth of upgrades of the old Abrams into an all-new design that would serve as a clean sheet for future technological innovations. One such innovation was the Electro-Magnetic Projectile Accelerator, or EMPA for short - the world's first mass-produced heavy railgun fitted on a combat vehicle. While the US Navy had already introduced larger versions of these weapons for bombardment and air/missile defense purposes in the late 2020s, the US Army had initially deprioritized the development of railguns as they were deemed impractical in the face of light, if at all armored GLA vehicles. It was only after the rise of new peer-level competitors like China and Russia and advances in fusion power miniaturization that the concept of a railgun-armed tank rose to prominence. In tank-on-tank engagements, the EMPA significantly increases the Paladin's range and firepower. However, due to the kinetic projectile's inefficiency against infantry and hardened buildings, crews are instructed to only fire on vehicles to minimize rail attrition. By the time of America's entry into the Third World War, the development of dedicated anti-personnel and demolition shells had only just begun and would not deliver results until years later.

Render Description: MARS2588



As with previous American tanks, the Paladin II was also used as the baseline for a new combat engineering vehicle. Designed specifically to address the threat of land mines, improvised explosive devices (IEDs), and fortifications by the GLA in the previous conflict, the Clearing Roller / Assault Breacher, or CRAB for short, significantly improves the Paladin's resistance against roadside explosives. The traditional steel tracks have been replaced with a carbon nanotube composite alloy, designed to absorb the force of an explosion and cause less damage to roads in the area of operations. The bottom of the tank hull has been remade into a shallow V-shape designed to deflect the blast of a mine or IED away from the fighting compartment and towards the reinforced tracks. Hollow rubber pads filled with “smart” fluid help further absorb explosive force and fragments while simultaneously defeating the fuse triggers of older mines. In addition to these mine countermeasures, the Paladin II's standard cannon was replaced with a short-barrelled demolition gun, purpose-built to destroy fortifications and improve maneuverability in obstructed urban environments. While originally designed to deal with the roadblocks utilized by the GLA and other insurgent forces, this weapon also proved very useful in the Euro-American counter-offensives, as CRAB-equipped engineering squadrons were easily able to destroy Russian strongpoints in the key mountain passes of northern Italy, Austria, and Czechia.

Render Description: SayaAyane



Another common variant of the Paladin II is tailored to increasing the survivability of the tank and crew inside, especially in urban environments that have traditionally been difficult for tanks to engage in. Taking an already formidably armored vehicle with some of the most comprehensive defensive capabilities on the modern battlefield and upgrading it to an even higher standard of survivability is what the Tank Urban Survival Kit, or TUSK, is designed to do, using a combination of tried and true methods to attain maximum protection for both the vehicle and its crew. Explosive reactive armor is used to line the most vulnerable areas of the Paladin II, including the lower glacis plate and the turret. This provides a significant improvement to the tank's defensive capability. After that comes the Point Defense Laser Array System, sometimes referred to by crews rather melodramatically as “Hell's Crown”; that being multiple anti-projectile lasers ringed around the top of the turret. The PDLAS uses thermal, radar, and acoustics-based sensors to identify incoming rockets. It is linked directly to the tank's onboard AI, allowing rapid simultaneous interception of multiple projectiles. These modifications greatly limit the threat of common shoulder-launched rockets and even the most advanced anti-tank missiles to American forces.

Render Description: SayaAyane


Before we head out, we would also love to say a huge thank you to MaelstromX103 for hosting last nights ROTR Stream, it was a blast to watch and we all enjoyed it greatly. We would also love to give a huge shout-out and thank you to everyone who participated in #modlove2024 and supported Mod Appreciation Week.
If you voted for a mod and won one of the free games, you should be getting notification of your Steam keys now.

That's all we have for this week, we hope you've enjoyed!
We will see you all in the next one.


If you are curious about Rise of The Reds, visit the Official Website, Forums, ModDB Profile, Discord Channel, and YouTube Video Channel to obtain further information about it. And that's all for now!

Hi everyone! SWR Productions, the leader of Rise of The Reds, has been busy recently working on it and shared its progress report with us. For those unaware of what is being written here, Rise of The Reds is a classic and popular modification for C&C Generals: Zero Hour that adds two completely new factions: the tank-heavy Russian Federation and the defense-oriented European Continental Alliance. It also greatly expands the three original factions with several new units, buildings, powers, and abilities to explore and combine with your in-game tactics. Here is the official announcement from Rise of The Reds:

Quote:
Good evening, Generals. How are we all this week?
We're good, thanks for asking. What? You didn't ask that? Did you ask for a ROTR update? Alright, I guess you've all earned it.

One of our goals in 1.9 is to try and make the Generals Power system a more dynamic and fluid one. We want to make each GP have some level of viability at all stages of the game and challenge the established 'must picks' by making some of the lesser valued GP's more desirable and important. This has led to some interesting experiments of moving tech and upgrades around the tech tree and advancing the release of some planned 2.0 content to help fill some of these holes. We want to make all the Generals Powers valuable in all matchups, so for unlock GP's like American 'Armoured Company', the decision has been made to expand the scope of the GP and spread its unlocks out over the entire tech tree.

Enter the American Bradley IFV.
Originally removed in 1.85, we are re-adding the beloved Bradley back into version 1.9 to fill in as the tier 0 unit option for the 'Armoured Company' GP. This means that the Bradley will be extremely different from its previous 1.802 incarnation, now getting much of its planned 2.0 functionality from the get-go.
Within this return, we also looked at whether there was more we could do with the Bradley to expand its usefulness beyond the tier 0 environment and keep it as a valuable and desirable choice as the game goes on. Thus, we have added 3 rather robust and varied kits to the unit that should keep it relevant and specialized over the entire game's length.




In 2021, against the backdrop of the War on Terror intensifying after the devastating GLA attacks on China, the United States Marine Corps phased out all of its tank battalions that had existed since the Second World War. One of the most outspoken critics of this was Jeremiah Bradley, the future commanding general of the 2nd Marine Expeditionary Force, who served as a battalion commander during the war. Foreseeing an inevitability of a future major war with China and Russia, Bradley insisted that the USMC would have to retain its own armored capability so as not to find itself outgunned in a conflict against tank-heavy adversaries with airspace denial and electronic warfare capabilities that would jeopardize America's ability to fight on its own preferred terms. During the 2030s, Bradley, who by then had become a general, used his political connections and popularity among the USMC community to lobby for the reconstitution of the Marine tank battalions, which were brought back to life with a mixture of Acolyte, Crusader, and Paladin tanks, alongside the M2 Bradley infantry fighting vehicle in a number of new mechanized infantry battalions. First introduced to the US Army in 1981 following a troubled development history and named after the non-related WW2 general Omar Bradley, the vehicle had been of no relevance to the USMC for decades due to its lack of amphibious capability. Under the new doctrine of the early 2040s, however, the Bradley, like its tank brethren, would be brought to shore via high-speed landing craft or Starlifter air transports. In its basic configuration, the Bradley is a multirole combat vehicle capable of transporting infantry, carrying out reconnaissance and detection duties by way of its advanced optics and sensors, and providing fire support with its 25mm autocannon. As with many other US vehicles, a number of field modifications exist.

Render Description: MARS2588






The first, most commonly seen variant of the Bradley complements the primary 25mm autocannon with a launch pod of TOW anti-tank missiles. The BGM-71 "Tube-launched, Optically tracked, Wire-guided" missile has been a staple of American and allied forces since 1970. Somewhat of an anachronism in an age of advanced sensor- and AI-guided munitions due to its physical line of control, the TOW remains a favorite by virtue of its rugged reliability and decisive power. The latest version, with an improved tandem warhead, rocket motor, and guidance control system, provides the Bradley with a deadly, extended-range punch against even the heaviest tanks of the 2040s.

Render Description: MARS2588






Another variant of the Bradley replaces its common 25mm autocannon with a much more powerful 50mm gun, a variant of the one prominently featured on the heavy gunships of the US Aerospace Force. The larger caliber size allows the use of bigger, more advanced ammunition types, including a high-velocity kinetic sabot round and a programmable explosive round, either of which is automatically fed against the appropriate kind of target, in effect achieving greater damage per shot and area effect over the default cannon. In stark contrast to its deadly primary weapon, this variant of the Bradley can also discharge flashbang grenades for non-lethal suppression of crowds or high-value individuals.

Render Description: MARS2588






The third variant of the Bradley is designed for urban operations and counter-insurgency. It features fireports that allow passengers to use their weapons under armor protection, making it ideal for close-quarters combat in built-up areas. In addition, it has front-mounted rollers to safely detonate mines and roadside bombs away from the vehicle's hull, protecting its crew, passengers, and friendly forces following behind it.

Render Description: MARS2588

We will be going into more depth with some other Armoured Company inclusions soon, so stay tuned and keep your eyes on that article tab. In the meantime, however, we have an extra little treat coming your way.
This weekend MaelstromX103 is hosting another exciting 1.9 livestream, so if you're excited to see the Bardley's (and any of our other new stuff), the details are below, and will be on the description of the stream's announcement image.




That's all we have for this week. We will see you all soon!
Till next time generals!


You can check more information about Rise of The Reds by visiting the Official Website, Forums, ModDB Profile, Discord Channel, and YouTube Video Channel. And this is all we can offer for today regarding Rise of The Reds!

Howdy! Reinforcements have arrived at YouMustConstructAdditional... patrickwieth has recently made YouMustConstructAdditional v0.95.30 available for download. YouMustConstructAdditional.. is a real-time strategy game that uses the OpenRA engine. It forks Combined Arms, and it strives to create massive battles with GDI, Nod, Scrin, Allies, Soviet, and China. Here is the official announcement from YouMustConstructAdditional..'s staff about YouMustConstructAdditional v0.95.30:

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The Nukular MCV mode is now functional but will be patched in the future according to how it plays out.
Nukular MCV mode is like "Exploding Kings" in AoE2. For those who do not know this, you have a King, and if you lose the King, you lose the game. Furthermore, the King dies in a gigantic nuclear explosion. In this game, it is not a King but an MCV with the same properties. This mode is best for FFA games as it gives an almost defeated player a possible purpose: get revenge with the Nukular MCV. Also, it can be used to make Conyard Sniping much stronger than usual if desired.


New Features

  • The Transport Ship now explodes like the Nukular MCV and shows the same green tilt if a Nukular MCV is loaded. Air transports (Carryall and Dropship) also show this, but their Nukular Explosion is weak in case they are downed.
  • Transports that have the Nukular MCV loaded get a speed bonus of 50%.

Balancing

  • The Explosion of the Nukular MCV now spreads the nukes more evenly and thus deals more damage in a wider area.
  • Force Shield has its cooldown reduced, and in Nukular Mode, it is significantly reduced.

Bug Fixes

  • Fix Nona SVK turret sprite
  • Anti Tank Mines (French Cluster Mines) dealt 100% damage to all target types. Now, they only deal 100% vs. Heavy Tanks, 75% vs. Reflector, 10% vs. Infantry and Fortified Buildings.


If you are curious about YouMustConstructAdditional.., visit the Official Website, and Discord Channel to obtain further information about it. Download YouMustConstructAdditional.. Here. That's all, folks! Stay tuned at PPM for more news coverage on YouMustConstructAdditional..!

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:

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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!