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Hello again! And it is still April 1st in some places on Earth, so we can finalize our "Too Good to be True" with this announcement on schedule. It is about time to reveal our plans to conquer the world for all of you! You know? He who controls the past commands the future! The problem is when the past is really tough to control! And that is the case of OS SHP Builder and its horrible code. I have been working for over a month to reform the code and most of its structures, starting with the document itself (splitting it from SHP (TS) file format), UndoRedo, TempView, Session control, and several other components. The code I have here is quite different from 3.3x already, but it incorporates all its features, so don't worry about that.

We have goals for the upcoming OS SHP Builder 4.0.

  • In a very low term:

    • Auto-Save Session: You will be able to resume your work if the program closes unexpectedly.
    • Undo/Redo History Viewer: You will be able to view a Window with all your Undo/Redo history (and also see the recent ones on Undo and Redo buttons) and move to them if you feel like it.


  • In a medium-term:

    • Tertiary color selection in addition to Primary and Secondary colors.
    • Redesign of the Brush buttons: We will have the following set of tools available: Select, Magic Wand, Color Selector, Add Selection To Collection, Brush, Stamp, Shape, Fill, Replace Color, Transform. Each tool will have a set of options where you will be able to choose "Type, Shape, Size, Range/Scope and Color Options. Let's explain each of these things below

      • Select allows you to select a box, ellipse and other shapes in the image. Once selected, you can move these pixels in the image or copy and paste them elsewhere.
      • Magic Wand is a selection tool based on Flood and Fill.
      • Color Selection is one of the remaining things of OS SHP Builder 3.x, where you can select the color from a pixel.
      • Add Selection to Collection allows you to add the selected pixels as a new image in your collection, and you will be able to reuse it on Stamp for your upcoming sprites or even share it with the community, in a later time.
      • Brush allows you to paint shapes using the selected colors in the picture. You will be able to brush customized shapes using your first, secondary, and tertiary colors. You will also be able to brush using effects such as the ones you know in OS SHP Builder 3.x, such as Snow, Damage, etc.
      • Stamp works similarly as Brush, but your selected colors do not affect the shape you are using to paint. You can use it to place a Nod logo in your unit or use some of the likings of Dark Elf's Copy and Paste Pack in a very friendly way.
      • Shape allows you to create rectangles, ellipses, and other polygonal shapes.
      • Fill is the evolution of Flood and Flll with additional options.
      • Replace color allows you to replace colors on the current selection according to the options you choose.
      • Transform allows you to rotate, mirror, flip, erode, distort, among other transformations on selection.

    • And the options:

      • Type allows you to choose the variations of the tools.
      • Shape pops up a list of images or vectorized graphs to be used as the shape of your tool.
      • Size allows you to make your shape bigger or smaller.
      • Range/Scope allows you to limit the scope affected by the tool. It can be inside the current selection, at the current frame, all opened frames from the same SHP, new frame, new SHP, etc.
      • Color Options allows you to choose if the primary, secondary, or tertiary colors will affect your tool or not.


  • In a very long-term:

    • Generative AI support (requires an external tool, yet to be released):

      • AI will be able to generate new stamps, given a user prompt.
      • AI will be able to select parts of the picture, given a user prompt.
      • AI will be able to code and execute a chain of commands, as a modding assistant, given a user prompt. (You will be able to save this command if you like its effects).



Other than that, expect a faster and more stable tool with fewer memory leaks and well as surprises. I will continue supporting OS SHP Builder 3.3x while 4.0 has not been released. Right now, I am finishing reforming the whole code of the program making it support the new Document structure. Because this change affected almost every line, I am not being able to compile the current version of the program. So, I have no screenshots yet, sorry. The next step is to resume the Session saving.

Once we have a feature of the low-term list, I plan to make it public on the OS SHP Builder's SVN. If you have any suggestions and feedback, post it here!

Hello everyone! It is still the first day of April in places like Hawai, so, our "Too Good to be True" event continues! We have two announcements to do before it ends. One of them would be a release, but it will definitely not be possible to be a release, because the effort to release it has proven to demand too much effort. And despite all my efforts (I have been sleeping terribly these days), I couldn't finish it.

So, let's go to the announcement number 1!

And the announcement is.... from April 2nd on, we will resume our usual community news posting job.

It is something that I stopped doing back in January to focus all my efforts on the next announcement. But now I have no more deadline, I can work more calmly.


Now, you must be wondering what was the surprise that I am still working and I was supposed to deliver today, right? Check the next news post.... soon!

Welcome back, Commander! And first of all, a big thanks to wow4ik81 for the feedback on the latest Open Source SHP Builder release. We have received reports that Show Grids was displaying an error. Even when it did not display an error, it had a weird behavior. But fear not! Reinforcements have arrived with Open Source SHP Builder 3.38 Beta 29, which makes the Show Grid feature work better than ever before!

For those unaware of what is being written here, Open Source SHP Builder is a pixel art editor dedicated to old Command & Conquer games, such as Tiberian Dawn, Red Alert 1, Tiberian Sun, Red Alert 2, and the modern OpenRA. It is free, and open-source. It allows you to edit any .SHP animations and graphics used by these games.  It provides a friendly user interface and its own set of features to help you create cameos, quickly,  replace colors (changing faction from units, for instance), create snow or crashed versions of buildings, import and export several kind of graphics taking into account singularities from all covered games, among many other features. Here is the official announcement that I have posted on Open Source SHP Builder's SVN about Open Source SHP Builder 3.38 Beta 29:

Quote:
This revision comes with a fully functional Show Grid for TS and RA2. It works better than in any other previous version because I have re-coded the whole thing from scratch in a much smarter way.




If you are curious about Open Source SHP Builder, visit the Official Website to obtain further information about it. Grab the latest version of Open Source SHP Builder by clicking Here. That's all, folks! Stay tuned at PPM for more news coverage on Open Source SHP Builder!

Howdy everyone! Our beloved April 1st has started in China, Japan, Russia, Australia, and it begins with a big surprise:  a new version of Open Source SHP Builder called Open Source SHP Builder 3.38 Beta 28. For those unfamiliar with it, Open Source SHP Builder is a pixel art editor dedicated to old Command & Conquer games, such as Tiberian Dawn, Red Alert 1, Tiberian Sun, Red Alert 2, and the modern OpenRA. It is free, and open-source. It allows you to edit any .SHP animations and graphics used by these games.  It provides a friendly user interface and its own set of features to help you create cameos, quickly,  replace colors (changing faction from units, for instance), create snow or crashed versions of buildings, import and export several kind of graphics taking into account singularities from all covered games, among many other features. The changes from Open Source SHP Builder 3.38 Beta 28 were announced with the following words at the SVN:

Quote:
OS SHP Builder has finally reached the 64-bit era! We have revisited its code to support newer Delphi IDEs and 64 bits. With 64 bits, OS SHP Builder will be able to use more than 3GB of RAM, which allows you to use bigger zoom levels, load more images at once, among other things. The IDE change has also forced us to use different libraries for PNG and GIF support.


Do you believe in that? The last version of OS SHP Builder that brought a new feature was released over 1356 days ago... which is close to 4 years ago. So, it has been a while, isn't it? Now, the support for this beloved program resumes, and we will be fixing bugs as soon as our community reports it, preferentially in our forums.

The 64-bit conversion was not trivial. I had to edit a bunch of files and dive into several .asm codes to adapt them to 64 bits or convert them into comprehensive code. Assembly is not something that I handle well. It took time, but it was worth it, and hopefully, we will see more interesting features appearing in OS SHP Builder from now on!



For further information about Open Source SHP Builder, visit the Official Website. Download the latest version of Open Source SHP Builder Here. And this is all for today! Enjoy Open Source SHP Builder and provide your feedback about it so it can get better. I hope you enjoy it!

Hello everyone! You might have noticed that we are still silent in the news, but we have good reasons to do so. In Brazil, we have a saying that the year only starts after Carnival, so it was supposed to have started already, but there is a date on the web that is more important than Carnival. It starts on the very first second of the first day of the next month in Kiribati (Christmas Islands) GMT + 13 and ends at the very last second of the first day of the next month in Baker Island (-12 GMT).

It is a big day, and we have big plans for it. We still don't know exactly what we will end up doing on it, whether we will have releases or not, or at least an announcement that will give direction for this site for the next months. We are calling it "Too Good To Be True Event" without being sure that it will be good or not. The clock is ticking. Our progress so far is behind schedule. But even if we don't get everything we want online at that day, we may postpone some things, but not the event itself.

Hello, ladies and gentlemen!

I have woken up from my slumber... well, not necessarily slumber, but real-life being hectic as usual.... because our friend CCHyper has delivered a major set of resources for the C&C community. It is one of the best news in decades that I have seen coming up from EA itself! It happened last Thursday, but I have taken some time to check it out and believe it for real. Too good to be true!

So, as a summary:

- EA has released the source code of Renegade and Zero Hour.
- EA has updated the source code of Tiberian Dawn and Red Alert 1.
- Renegade, Generals, Zero Hour, Tiberium Wars, Kane's Wrath, Red Alert 3, RA3: Uprising and Tiberian Twilight received Steam Workshop support
- C&C Modding Support pack with XML, shaders, and original maps from all games mentioned in the previous paragraph (as long as they actually feature it).
- The Steam version of the games mentioned above received updates to reflect these changes.


Before quoting Hyper's message to the C&C community, I have a few comments about what just happened.

First of all, I am very happy about the source code from Renegade and even happier with Zero Hour's source code. It is a great opportunity to help the community build good 3D RTS games and customize the good gameplay experience that Zero Hour provides. I never expected EA would give these things away and I think it is great for the community as a whole.

Regarding the Steam Workshop, I am no fan of it at all. I do understand that it is easier for users to install mods using that.... as long as it is one single mod at a time. If you have different kinds of customizations for a game, it might not be friendly at all. I also don't like their interface to find content and Steam sabotages third-party who try to organize their content. So, keeping in touch with the updates on the content there is very troublesome, in my humble opinion.

The modding support pack is a great initiative and will help modders, especially with the XML and shaders.

And here's Hyper's post:

CCHyper wrote:
Hello C&C Community!

For those of you awesome C&C fans who I have not crossed paths with before, my name is Luke Feenan, aka. “CCHyper”. I’m a 20+ year veteran of the C&C Community, a long-time modder, and an Admin of CnCNet. I was also very fortunate to have been involved in the development of the C&C Remastered Collection under the mentorship of Jim Vessella.

Over the past year, I have been working alongside the amazing C&C stakeholders here at EA to restore the Perforce source code archives for the C&C games back to buildable states, which now provides us with the ability to patch these classic games in a deeper way going forward. As a long-time modder, it was amazing to finally get a chance to dive deep into the source code for these games and see how they work!

Today, I have been given the pleasure to share two major announcements for the C&C Franchise with you all!

# 1 Empowering the future of the community

For those of you in the community who know me, you will be familiar with my strong advocacy for video game preservation and my support for the video game open-source community.

It's almost 5 years ago now that EA released the source code for the C&C Remastered Collection DLL files. This release received praise across the video games industry and has enabled the community to create amazing content for the Remastered Collection. In reaction to the restoration process of the C&C archives, I wanted to take this one step further…

So, I’m proud to announce that we are releasing the fully recovered source code for Command & Conquer (aka, Tiberian Dawn) and C&C Red Alert under the GPL license! I know this will empower those in the community who continue to create content for these classic entries in the franchise, and I hope it will aid communities like CnCNet to continue to support these games and keep them playable for future generations. But let's not stop there!

The community over at W3DHub has been doing amazing things with the C&C Renegade engine for almost 20 years now, and their projects have been pushing the absolute limits of the game. To support them in taking the game and their awesome projects to the next level, we are also releasing the complete source code for C&C Renegade under the GPL license. All of us here are really excited to see what’s next in store for the community over at W3DHub and what they will be able to do with this release!

And finally, in appreciation of the C&C Generals community who have kept the game alive with their consistent energy and passion, hosting multiplayer tournaments, and producing amazing content, I’m extremely happy to share that we are releasing the full source code under GPL for C&C Generals and its expansion pack, Zero Hour! I know the Generals/ZH community is going to do amazing things with this source code release, and I’m excited to see what the team over at C&C Online does next with the multiplayer experience for these games.

You can find the source code on the Electronic Arts GitHub page;

- https://github.com/electronicarts/CnC_Tiberian_Dawn
- https://github.com/electronicarts/CnC_Red_Alert
- https://github.com/electronicarts/CnC_Renegade
- https://github.com/electronicarts/CnC_Generals_Zero_Hour

# 2 Steam Workshop Support

But now, onto our second announcement.

We are enabling Steam Workshop support for more C&C titles to allow users to upload their custom maps! We know this has been an ask from the community for a very long time so we are pleased to finally give all you map creators an official and permanent home on the Steam Workshop for your content. Now Steam Workshop support has gone live for:

- C&C Renegade
- C&C Generals & Zero Hour
- C&C 3 Tiberium Wars and Kane’s Wrath
- C&C Red Alert 3 & Uprising
- C&C 4 Tiberian Twilight

We have also updated all the Mission Editor and World Builder tools so you can publish maps directly to the Steam Workshop. When you subscribe to an item on the Steam Workshop (via the Client or webpage), the games will now pull that content down when you next launch the game and the maps will be displayed in the singleplayer/multiplayer map selection menus. We're all looking forward to seeing the fun and crazy maps you upload!

And to top this off, to support the Steam Workshop, we are releasing a “C&C Modding Support” pack, which contains the source XML, Schema, Script, Shader, and Map files for all the games that use the SAGE engine. This has been another wish from the community for almost 15 years now so we’re excited to finally make this happen, and we hope this helps you all in continuing to make amazing content and mods for the years to come.

You can find this support pack on the Electronic Arts GitHub page;

https://github.com/electronicarts/CnC_Modding_Support

I would like to take a moment to thank all the Community Playtesters who have supported us throughout this journey with their invaluable feedback and encouragement, also, a big thank you to everyone who has reported bugs and issues for the C&C games on Reddit and Steam. And of course to the whole C&C community for supporting these games for over 25+ years!

I would also like to thank the many people at EA working at various studios and departments across the globe who have helped make this happen (there are just too many to name!). Their support for this project and the C&C franchise was really motivating during the final push to launch. I also want to thank the amazing team at EA Partners for providing me with the freedom to execute this project and the resources to help make it happen. Additionally, a shoutout to all of those who have supported me throughout this journey who are not at EA or associated with the C&C franchise. You're awesome, and you know who you all are! Lastly, I would like to take a personal moment to thank my two biggest supporters here at EA and throughout this journey. Technical Director Brian Barnes, who gave me the respect and autonomy to develop this project in the technical direction I felt was best for the core community. And Jim Vessella, for pulling all the pieces in place, and continuing to share his experience, knowledge, and insight with me. (And, of course, continuing to champion the C&C franchise here at EA!). Thank you to both of you for always looking out for me.

Luke “CCHyper” Feenan



Finally, it is worth mentioning that user-created content with C&C material should follow the guidelines here.

And another tip of Jimtern in the Reddit post is this video below:





Greetings, Comrade General! A new version of C&C World-Altering Editor, known as C&C World-Altering Editor v1.4.0, has been released recently 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 is what we know about C&C World-Altering Editor v1.4.0:

Quote:
New version with support for alpha lights and options for megamap image generation, making WAE able to render directly usable megamaps and map previews for both TS and RA2.

  • Added support for rendering alpha images attached to buildings and terrain objects
  • Added options for customizing map preview or megamap generation. It is now possible to crop the preview or megamap to the map's visible area, to emphasize resource-containing cells, and to mark player starting locations. These behaviors mimic the behavior of the C&C Map Renderer tool.
  • It is now possible to hide tunnel tubes
  • Fixed issues where raised terrain could hide extra graphics of cells placed below them

    • Known issue: Cliffs are now worse at hiding objects like trees and buildings than before. However, some testing revealed that the original game is equally bad about this, so you should avoid placing objects behind cliffs even if WAE displayed them properly.

  • Fixed a bug where goodie crate overlays were offset incorrectly
  • Fixed an edge case where script actions were loaded differently from the game in case some script actions had been manually commented out
  • Fixed an edge case where task force members were loaded differently from the game in case some members had been manually commented out
  • (TS Client) Fixed a bug where text trigger lines were not loaded


If you are curious about C&C World-Altering Editor, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven to obtain further information about it. Download C&C World-Altering Editor v1.4.0. 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!

Hello, ladies and gentlemen! At Project Perfect Mod, we wish a happy 2025 for all of you! We wish a healthy, peaceful, and resourceful year for every visitor. This last year was a tough one for this site due to server problems, and at the end of the year, I had some sort of burnout: I had to slow down, which is why I am posting this news a bit later than usual. But I am feeling better now with my energies renewed. I have a lot of work in progress in my backlog and I hope to end, at least something of them during this year.: OS BIG Editor code revamp (to support different package files in one and .mix file support), Voxel Section Editor III improvements (your recent request was not ignored G-E), several forum features (especially post reactions), some generative AI projects, among other things and.... my PhD project which I did not finish doing.


2024 for the PPM Community:


In the past year of 2024, I have worked much more to keep the existing things working other than finishing features. I particularly do not remember any forum feature that emerged this year, even behind the scenes. However, there was extensive work to fix the disaster caused by some changes in the PHP settings of the server. Even PPM SVN has gone offline at some point because of it.

Voxel Section Editor III has received 64-bit support and several user experience improvements, while OS .BIG Editor now supports .ZIP files and covers most if not all games from Petroglyph Games.


Future Plans for PPM Community:

This part of the news post will be repetitive toward the previous years because our plans did not change much. We still understand that the PPM community relies on user-created content to keep it fresh, alive, and kicking. The massive news creation allows me to contribute, but this is not enough. We need your posts, created assets, mods, feedback, doubts, etc. So, it is time to update our plans for the PPM Community for the next year and beyond with minor changes. Note that these items do not follow any priority order.


Content:

-> Improve the internal news creation tool to quickly allow the creation of other types of news posts: It would be fun if we had a weekly resume of the attractive SHP, Voxel, 3D, maps, etc. that were submitted in the forums. Also, we need to figure out means to facilitate the conversion of certain external news posts and to import news from Discord, which is quite complicated, to say the least.

-> Create more content for Project Perfect Game: PPG's content needs to cover the game engines that its news posts are covering. Right now, we only have a subset of the content of PPM on it, but the idea is that it will eventually grow into its own thing. We already have the infrastructure to do that. It also needs its own art, buttons, and a few things that will give its own identity.

-> Create Generative AI technologies: Use generative AI to create assets and allow users to generate assets with the restrictions of the games we cover in mind. We should add this kind of tool to Voxel Section Editor III, OS SHP Builder, and other tools.

-> Context-based post content: We plan to add a BB code to allow parts of a forum post to be visible only on forums or only on PPM, PPG, RA2 PPM, TS PPM, or C&C PPM.... or a mix of them. With the creation of the PPM subsites and PPG, we are in dire need of this feature. I'm still trying to figure out the best way to do that without compromising our RSS feeds.


Forums:

-> Re-plan the use of the forum keywords by the users: Right now, when you create a post, you have the option to write some keywords for it. They will only show up if a moderator/admin approves it. But this is definitely a terrible way to use it because keywords will only be useful if they follow some standards. And this is a task for those who organize the forums. So, our idea is to have a fixed set of keywords in each forum that should be allowed to be used, which should affect its organization. I.e., If you want to report a bug from a project, you could highlight the "#Bug" keyword in your topic. If a moderator of the forum eventually fixes your reported bug, it could add a #Fixed to your topic or any other keyword that fits. Then, you could view all topics with #Bug in the forum if you hit the highlighted word at the top of the forum view. Things like that could also be helpful in reducing the number of forums here. Let's say you have a mod. Instead of having a forum for each faction, you could replace it with the use of keywords #GDI, #Nod, #Forgotten, etc. The possibilities are countless.

-> Modernize the forums' user interface: We want to make it become more friendly to browse it with mobile devices. Also, we want to allow posting, editing, and other common tasks to be faster and as comfortable as a chat in Discord. We also plan to bring friendly URLs, HTML5 support, etc...

-> Add reactions to forum posts like what you have in the most modern chat programs.

-> Add multiple participants for Private Messages, transform it into a conversation, and Report this Post to a Moderator: Right now, you can only PM a single person, and this is quite unattractive when you have Discord, Whatsapp and so many other better messaging options. A Report this Post to a Moderator feature requires PMs to multiple participants. Otherwise, the best thing we can do is Report this Post to Banshee. We also need a better mechanism to warn when a PM receives a response.

-> Allow users to create communities in PPM forums that are detached from PPM's forum organization: We want to eventually allow any forum user to create forums without my interference. However, these forums would not show up on the ppmforums.com index, although they would still be publicly accessible if desired by the owner of the community. So, if you have a project, instead of requesting hosting here, you would simply create a forum for it. If it is good enough, we will promote it in our index. Otherwise, it would be ok. Of course it is something that our current infrastructure is not ready to run, and when it becomes available, it would also require a lot of attention in terms of content, security issues, and bugs. This is a long-term plan.


PPM and Subsites:

-> Modernize the sites and subsites: While most of our plans for site and subsites modernization have been implemented, there is one thing left: The ability to show news as we scroll and have each news with a friendly URL that the search engines can crawl.


Modding Tools:

-> Progress with my doctorate project to transform low poly pixel art into highly detailed images: The scope of my Ds.C. thesis is broader than that, but a super-sampling application of it would help us to convert our SHP files into something that could be used in other games and projects.

-> Add Python support: Make sure the existing community tools support Python to extend their functionalities with AI and plugins.

-> Add plugin support: Make sure the existing community tools support external command line tools to extend their functionalities.

-> Progress with VXLSE III's 3D model export feature: This is important if we plan to become a community that modifies or develops 3D games. We have many voxel assets that would be very useful in newer games if we are able to convert them. Don't expect this to be finished at any time soon since I have a doctorate to finish first, and my thesis will be used on this solution (being a small but significant part of it). VXLSE III could also receive a different interface to allow the user to model voxel models in a similar fashion that is done with CAD modelers.

-> Allow OS .BIG Editor to load multiples types of packages in one, receive third-party plugin support, CLI support, API support, etc.


And that's all for now. I hope you have a great 2025 and my PHP let us progress this time!