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Revora C&C BFME Petroglyph Other Donate Site Menu News & Forums Forum Site News All News Submit News Info & Services About PPM PPM FAQ Project Hosting Advertise Here Community Features Privacy Policy Report a Bug Become Affiliates Credits C&C 1: Tiberian Dawn About Tiberian Dawn Download C&C95 Forums Editing (Other Games Modding) Resources Spotlighted SHPs Other SHPs All Tutorials Search for Tiberian Dawn Tutorials Hosted Mods C&C Meets Star Wars Site C&C Red Alert 1 About Red Alert 1 Download Red Alert 1 Forums Editing (Other Games Modding) Resources Spotlighted SHPs Other SHPs All Tutorials Search for Red Alert 1 Tutorials C&C 2: Tiberian Sun About Tiberian Sun Download Tiberian Sun Download Tiberian Sun Movies Get Patch 2.03 (Firestorm, English) Get TS Manual (English) Get Patch 1.17a (Air Transport, English) Get FinalSun (Map Editor) Forums Editing Mapping Research Tutorials Maps Resources Spotlighted SHPs Other SHPs Spotlighted Voxels Other Voxels Spotlighted Maps TS The Long Run TS Waterfalls TS Excessive SE TS Changed Tactics TS A River Journey TS Eva Creek TS Smokey's Valley TS The Pit TS Treacherous Lands TS Yukon Pass TS Drei Inseln TS Aleutian Mist TS Frozen Fate TS Holixe River TS Frozen Nightfall TS Leviasc River TS Cliff's of Asvetia FS NNFTM 1.3 FS Tiberian Warlands FS Tiber River 2356 FS Trauma FS Primeval FS Ionic Frequency FS Cracks In The Sand FS Phoenix FS Contagium FS The Hills Have Guns FS Seclusion FS Tiberium Wilderness FS Once a City FS Desolated River TS Harzardous Crevice FS Seeds of Destruction FS Glomma FS Salibian Desert FS Lonely River FS Shiny Mountain FS Siege City FS Intoxication FS Island Warfare 2.2 FS Desolation Of The Evergreen TX Hill 15 TS Sunstroke TS Town of Karasjok FS Lake Istelv FS Yelcraz Island Map Archive View All Maps The Massive Map Pack Submit A Map Starting Tools FinalSun 1.01 Basic Tutorials Newbie Guide in Modding Creating A New Unit Working With Mix Files Adding New Voxels Creating New Sounds Adding New Musics Adding Custom VQAs Intro To Mapping TMP Editing Graphics Tutorials Cameos (using PSP) Cameos (without PSP) Resizing Infantry in PSP Resizing SHP with XCC 3D to SHP(TS) [RA2] GMAX to SHP(TS) TD Graphics to TS SHP RA2 to TS Animations Voxels (Mixing parts) Flyby's Voxelizer PCXs to Voxels Normals Painting Placing VQAs Adv. 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Tutorials Playing Custom Maps Adding Ingame Text Hosted Mods Invasion Confirmed Site Images ModDB Profile Download Mod Forum Frontline Chaos ModDB Profile Download Final Version (0.84) Forum Death Label ModDB Profile Download Mod Forum C&C 3: Tiberium Wars Forums Editing Beta And Research Mapping Discussion Tutorials Resources 3D Models Mods and Models Showcase Spotlighted Maps Sarajevo Red Zone Map Archive View All Maps Submit A Map CnC3 Community Summit 06 Part 1: The Arrival Part 2: Invading EA Part 3: The Last Day Part 4: The Secret Movies Starting Tools Tiberium Wars Mod SDK WrathEd 1.10 Beta Tiberium Wars WorldBuilder Kane's Wrath WorldBuider Basic Tutorials How To Install Mods Using .BIG Files Making And Watching Movies Making Minimaps with World Builder Writing AssetBuilder Log To File Graphics Tutorials Using W3X Viewer DDS Texture Formats Changing W3X Textures Coding Tutorials Adding New Crate Surprises Creating Walls Explosive Blue Tiberium Adding Repair Drone to Nod Crane PPM: Final Dawn Overview Story: Campaign GDI Information NOD Information TDL Information Cyborgs Information Units from Sides Interviews Staff Members Join Us Media Screenshots Wall Papers Articles Code & Researches The AI Aircraft Wars Spy Planes H-Truck Communications Forum Other Hosted Mods Tiberium Essence Images ModDB Profile Download Mod Forum Crossfire ModDB Profile Download Demo Forum C&C: Red Alert History ModDB Profile Download Mod Forum C&C: Red Alert 3 Forums Editing Mapping Discussion Tutorials Resources 3D Models Mods and Models Showcase Map Archive View All Maps Submit A Map Starting Tools Mod SDK and WorldBuilder WrathEd 1.10 Beta Basic Tutorials Using .BIG Files Making And Watching Movies Making Minimaps with World Builder Writing AssetBuilder Log To File Graphics Tutorials Using W3X Viewer DDS Texture Formats Changing W3X Textures Hosted Mods The War Factory ModDB Profile Download AirForce Mini-mod Forum C&C 4: Tiberian Twilight Forums Mapping Discussion Map Archive Resources 3D Models CommandCOM 2009 Event Coverage Story And Campaign General, Tiers & Progression Classes Crawler And Online Starting Tools WrathEd 1.10 Beta WorldBuilder Basic Tutorials Using .BIG Files Making Minimaps with World Builder Writing AssetBuilder Log To File Graphics Tutorials Using W3X Viewer DDS Texture Formats Changing W3X Textures All Tutorials Search for Renegade Tutorials C&C: Remastered Collection Forums Editing Forum Mapping Discussion Tutorials Uplink Mods Archives Maps Archives Resources Spotlighted SHPs Other SHPs 3D Models Source Code Official EA code on GitHub Starting Tools Visual Studio Community 2017 OS BIG Editor XCC Utilities (PPM's Edition) OS SHP Builder Basic Tutorials Compiling the Code Using Visual Studio Debugger Command Line Arguments How to Add a Unit on TD All Tutorials Search for Tiberian Dawn Tutorials Search for Red Alert 1 Tutorials Search for TD Remastered Tutorials Search for RA1 Remastered Tutorials Mods and Maps Archives View All Mods Spotlighted TD Mods Spotlighted RA Mods Submit A Mod View All Maps Submit A Map OpenRA Forums Editing Mapping Discussion Tutorials Resources Spotlighted SHPs Other SHPs Spotlighted Voxels Other Voxels Basic Tutorials Working With Mix Files TMP Editing Graphics Tutorials How to Make a Quick Cameo Making Cameos For Voxel Units Resizing Infantry in PSP Resizing SHP with XCC 3D to SHP(TS) [RA2] GMAX to SHP(TS) TD Graphics to TS SHP Flyby's Voxelizer PCXs to Voxels Adv. TMP Editing Mapping Tutorials Converting TS and RA2 Maps Hosted Mods Shattered Paradise ModDB Profile Download Mod News Forum Medieval Warfare ModDB Profile Download Mod at ModDB Download Mod at GitHub News Forum C&C Crisis ModDB Profile Forums C&C Rewire ModDB Profile Forum Attacque Supérior ModDB Profile News Forum Tiberian Dusk Forums Frontline Chaos ModDB Profile Forum Starcraft 1 Forums Mapping Discussion Maps and Mods Showcase Starcraft 2 Forums Mapping Discussion Maps and Mods Showcase Resources 3D Models Starting Tools Art Tools (x86) Art Tools (x64) Art Tools Documentation Warcraft 3 Forums Mapping (Other Games Modding) Resources 3D Models Hosted Maps Fallout 3 Forums Editing Resources 3D Models Other Game Engines Forums Other Games Modding Game Development Resources 3D Models Hosted Projects Chronoshift Forums Community Tools Communications CnC Editing Tools Forum OS SHP Builder VXLSE III PPM SVN Browse the SVN .BIG Tools About OS BIG Editor OS BIG Editor SVN OS BIG Editor 0.5 Beta Search for BIG Editor Tutorials SHP Builder and Tools About OS SHP Builder OS SHP Builder SVN Get OS SHP Builder 3.38 Beta Get OS SHP Builder 3.37 Get SHP Shell Extension Beta 4 Get Image Shaper Search for SHP Builder Tutorials VXLSE III and Voxel Tools About VXLSE III VXLSE III SVN Get VXLSE III 1.4 Beta Get VXLSE III 1.38 Get OS: Voxel Viewer 1.84 Get Voxel Builder 1.1 (Beta and Old) Get OS: Cube Normalizer 1.5 Search for VXLSE III Tutorials Search for OS Voxel Viewer Tutorials HVA Tools Get OS HVA Builder 2.18 Search for HVA Builder Tutorials VQA Tools Get VQA Encoder 0.5 Beta 2 Search for VQA Encoder Tutorials XCC Utilities Get XCC Utilities (PPM's Edition) Search for XCC Tutorials Terrain Tools Get XCC TMP Editor (tomsons26lv) Get XCC TMP Editor .05 (Metal Mario) Get TMP Shop Palette Tools Get OS Palette Editor 1.21 Get Jasc2C&C Palette Converter 2.0 Font Tools Get FNT Editor 1.0 Speed Up TS Loading Time Get MCSG 1.0 Rendering Get Official CnC Maps Renderer Get Latest CnC Maps Renderer Get CnC Full Map Preview Gen Get RA Map Preview Gen Get RA Full Map Preview Gen Game Executable Hacking Get C&C Executable Modifier C&C: The First Decade Solutions C&C Graphics Patcher XCC Compatibility (TFD Patcher) (Old) Documents Scientific Articles TS SHP Dimensions Cscheme Files For VXLSE HVA Builder FAQ Community News Tracker Select a topic: All News Tiberian Sun Red Alert 2 Generals Tiberium Wars Red Alert 3 CnC: Remastered OpenRA -------------------------------------------------------------------------------- Project Perfect Mod :: 03/03/23 - 11:51 Final Alert 2 SP Build20230303 (1.5.2) has been released! Project Perfect Mod :: 03/03/23 - 00:14 C&C Power Play V.1.105 has been released! Project Perfect Mod :: 01/03/23 - 04:59 Dawn of the Tiberium Age 9.9.0 has been released! Project Perfect Mod :: 01/03/23 - 04:52 AICheck 8.0 is now available! Project Perfect Mod :: 01/03/23 - 04:24 Tiberian Sun: Lost Relic... are you picking this up? Project Perfect Mod :: 01/03/23 - 04:09 C&C Power Play V.1.104 has been released! Project Perfect Mod :: 01/03/23 - 04:03 C&C Generals v2.0 patch version 2.03 has been released. Project Perfect Mod :: 28/02/23 - 12:03 GIMP 2.10.34 has been released! TDoTA :: 03/02/23 - 22:40 Co-Op: [2] GDI 01: X12-Y46 Colony Wars :: 11/01/23 - 04:11 Corroder Ballista PPM News Tracker Select a topic: All News SHPs Voxels 2D Art 3D Models Sounds Maps -------------------------------------------------------------------------------- New Voxel :: 02/03/23 - 23:50 [RA2] G-E's Nighthawk replacement with new cameo New SHP :: 01/03/23 - 02:46 [TS] GDI Silo New SHP :: 28/02/23 - 23:33 [RA2/YR] Zone Raider New Voxel :: 24/02/23 - 08:59 [YR] Primordial Weapon "MEDJED" New Voxel :: 24/02/23 - 08:45 [RA2/YR] Chinese Zhu Rong from Contra 009 New SHP :: 20/02/23 - 21:56 [RA2+phobos] High tech allied battle lab New SHP :: 19/02/23 - 12:16 Guard Tower New Voxel :: 18/02/23 - 08:13 Dumper New Voxel :: 17/02/23 - 17:04 Mobile Artillery New Voxel :: 16/02/23 - 13:14 ZhuRong, go into battle! Do you want to advertise at Project Perfect Mod? Find out how to do it HERE. Final Alert 2 SP Build20230303 (1.5.2) has been released! March 03, 2023 - 11:51 Greetings, commander! Final Alert 2 SP 1.5.2 is the most recent release of Final Alert 2 SP's team. For those unaware, Final Alert 2 SP is a DLL that extends Final Alert 2: Yuri's Revenge, the official map editor for Red Alert 2, and its expansion Yuri's Revenge. It adds new features and fixes bugs from it. Here is the official announcement from Final Alert 2 SP's staff about Final Alert 2 SP 1.5.2: Quote: RELEASE 1.5.2 (2023-03-03) * Fixed the bug that money calculation is incorrect * Now SHP Vehicles more than 8 facings are supported * New ExtConfig : EnableMultiSelection = BOOLEAN, defaults to false You can find more information about Final Alert 2 SP by visiting the Official Website, and Discord Channel at C&C Mod Haven. You can download Final Alert 2 SP 1.5.2 Here. And that's all for now! Have fun and enjoy Final Alert 2 SP! Posted by Banshee Comments (0) C&C Power Play V.1.105 has been released! March 03, 2023 - 00:14 NeverLoseGuy, the leader of C&C Power Play, is publishing new versions of C&C Power Play daily. The latest one is C&C Power Play V1.105. For those unfamiliar with it, C&C Power Play is a total conversion modification for Command & Conquer Generals: Zero Hour. It comes with five original factions (Vulkan, Fulgura, Lamina, Solisia, and Demons) and several new units and gameplay quirks to deal with. Here is the official announcement from C&C Power Play's staff about C&C Power Play V1.105: Quote: Complete changelogs are attached in the files. CHANGELOG V.1.105 GLOBAL - Adjusted the "Jade" color to be more distinct from the rest of the green colors. - Updated the Supply Docks and Supply Piles models to display team colors for visual clarity. - Adjusted the subdue damage cap values across all units to prevent them from being immune against Lawmaker's EMP machine gun. - Adjusted all units' turrets to have their turn rate matching their hulls'. SOLISIA - Fixed the tooltip description for Prophet. - Increased Prophet's weapon cooldown from 1000 to 1500. - Increased Warden's health from 900 to 1000. - Decreased Priest's health from 500 to 400. VULKAN - Adjusted Fake Whiplash's health to match the real counterpart. - Updated Ignis Prime's machinegun weapon to use a longer ranged version. - Increased Robus' health from 1500 to 1800. - Decreased Bothynus' health from 500 to 400. - Adjusted the volumes on Vulkanic themes. FULGURA - All Fulguran units, with the exception of Watcher, now have a weapon range of 200 (formerly 175). - Increased Enforcer's weapon damage from 50 to 75. - Increased Lawmaker's cost from 2500 to 3000. - Increased Lawmaker's EMP machinegun damage from 50 to 100. - Decreased Watcher's health from 500 to 400. LAMINA - Increased Cobra's weapon range from 175 to 200. - Fixed a bug that prevented Lamini Command Centre from upgrading its weapon. DEMONS - Increased Termite's weapon damage from 30 to 40. - Increased Scarab's weapon range from 150 to 200. - Increased Vanguard's turnrate from 90 to 120. - Increased Vanguard's flamethrower damage from 30 to 40. - Fixed a bug that prevented Demonic Command Centre from upgrading its weapon. - Updated the victory theme for Demons. A new update is now available in GenLauncher, as well as in files section. Simply update it with the aforementioned program, or download and install it manually in the ZH folder. You can learn more about C&C Power Play by visiting the ModDB Profile. Grab the latest version of C&C Power Play by clicking Here. And this is all for today! Enjoy C&C Power Play and provide your feedback about it so it can get better. Posted by Banshee Comments (0) Dawn of the Tiberium Age 9.9.0 has been released! March 01, 2023 - 04:59 Dawn of the Tiberium Age has been recently improved with the release of Dawn of the Tiberium Age Version 9.9.0. Its main feature is the first half of their Tiberian Dawn GDI campaign Co-Op remake. For those unaware, 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. The changes from Dawn of the Tiberium Age Version 9.9.0 were announced with the following words: Quote: Version 9.9.0: Released: Feb 28, 2023 * Added: New Co-Op missions: "GDI 01: X16-Y42", "GDI 02: Air Supremacy", "GDI 03: Stolen Property", "GDI 04: Restoring Power", "GDI 05 A: Havoc", "GDI 05 B: Destroy the Airstrip" and "GDI 06: Doctor Mobius" (Credits: Chronoseth, Rampastring). * Added: Corpses (overlay) as map props (Credits: Bittah Commander). * Added: Non-isometric walls as map props (Credits: Bittah Commander). * Added: AI base layouts can now be customized in Co-Op missions (Credits: Rampastring). * Added: You can now assign rally points to Service Depots (Credits: Rampastring). * Changed: The Cyborg Prototype will no longer gain more hitpoints when it becomes veteran, and it now already gains a speed boost when it becomes veteran instead of when it becomes elite. * Changed: The Behemoth's projectiles are more accurate now, and it can no longer target aircraft. * Changed: The Behemoth's hitpoints are now increased by 50% when it becomes veteran, and when it becomes elite, its weapon will fire 11% faster. * Changed: The Illuminator's price has been increased from 2300 to 2500, its splash damage has been reduced by 75%, and its rate of fire has been reduced by 8%. * Changed: Harvesters now consider distance to the refinery when selecting which Tiberium patch to harvest (Credits: Rampastring). * Changed: Submarines now use the submerging sound effect from Red Alert instead of the regular cloaking sound effect (Credits: CCHyper). * Changed: The AI now also considers large groups of infantry a potentially lucrative nuke target (Credits: Rampastring). * Changed: The Nuke now additionally spawns some flames on the ground of the impact area (Credits: Rampastring). * Changed: DTA now makes use of the full version of the "Vinifera" engine extension (Credits: CCHyper, Rampastring). * Fixed: The ORCA and Longbow's rate of fire would become significantly slower if they were somehow prevented from firing the second missile of a burst. * Fixed: The AI didn't build naval yards/ships on the "Ore Conflict" multiplayer map, and units couldn't properly navigate from the south-east starting location to the northern island (Credits: Bittah Commander, Craftsman, MehdiEpic600). * Fixed: The "Freezing Offensive" Co-Op mission was harder than intended due to balance changes made in patches since its release and has been re-balanced. * Fixed: Several long-ranged units slowed down to fire one or two cells before they actually got within firing range (Credits: Rampastring). * Fixed: Multiple bugs that could cause automated saves (in both singleplayer and multiplayer) to get corrupted (Credits: Rampastring). * Removed: Christmas props. * Removed: The "Lesson in Blood" Co-Op mission. * Known Issue: Multiplayer saved games sometimes desync right after they have been loaded. However, this is not consistent. If this happens, you can try loading the save again, try an earlier save, or just start the mission again from the beginning. We'll keep investigating for a fix. For further information about Dawn of the Tiberium Age, visit its Forums at PPM, ModDB Profile, and Discord Channel. Download Dawn of the Tiberium Age Version 9.9.0. And that's all regarding Dawn of the Tiberium Age for now. Stay tuned at PPM for more news about Dawn of the Tiberium Age! Posted by Banshee Comments (0) AICheck 8.0 is now available! March 01, 2023 - 04:52 Greetings, commander! G-E, the leader of AICheck, has been busy recently in order to release AICheck 8.0. AICheck is a TCL script designed as a general cross-checker for INI files from Red Alert 2 and Yuri's Revenge, helpful in finding unit/declaration errors and incomplete ideas. Here are the goodies that come with AICheck 8.0: Quote: AICHECK 8.0 update... An oversight in checking has been corrected. Warhead references in art.ini are now checked against rules.ini entries. Code: checking Animations... [CRYSTAL4] -> WARHEAD specified doesn't exist: TankOGas [METLARGE] -> WARHEAD specified doesn't exist: Meteorite [METSMALL] -> WARHEAD specified doesn't exist: Meteorite Also checks for invalid values on attached building lighting: LightVisibility, LightIntensity, LightRedTint, LightGreenTint, LightBlueTint If you are curious about AICheck, visit the Forums at PPM to obtain further information about it. Grab the latest version of AICheck by clicking Here. And this is all for today! Enjoy AICheck and provide your feedback about it so it can get better. Posted by Banshee Comments (0) Tiberian Sun: Lost Relic... are you picking this up? March 01, 2023 - 04:24 Greetings, commander! There is a sign of life coming from Tiberian Sun: Lost Relic that has been shared recently by Vefbl4. Tiberian Sun: Lost Relic is a total conversion for Command & Conquer Red Alert 2: Yuri's Revenge inspired by the Tiberium Universe. It is set after Cabal's defeat in Firestorm when both GDI and Nod had time off, but the Brotherhood of Nod has big plans to take over the world. Here is what was shared about it. There is no further explanation so far. For further information about Tiberian Sun: Lost Relic, visit its Forums at PPM, and ModDB Profile. And that's all regarding Tiberian Sun: Lost Relic for now. Stay tuned at PPM for more news about Tiberian Sun: Lost Relic! Posted by Banshee Comments (0) C&C Power Play V.1.104 has been released! March 01, 2023 - 04:09 Howdy! The current work on C&C Power Play by NeverLoseGuy does not stop, and he has done a lot to fix the original 1.1 version. The latest release seems to be 1.104. For those who are not acquainted with it, C&C Power Play is a total conversion modification for Command & Conquer Generals: Zero Hour. It comes with 5 original factions (Vulkan, Fulgura, Lamina, Solisia, and Demons) and several new units and gameplay quirks to deal with. Here are the goodies that come with C&C Power Play V.1.104: Quote: CHANGELOG V.1.104 GLOBAL - Decreased the passive income of small Supply Piles from 100 to 50. - Destroying an enemy Command Center now grants $5000 to the killer. - Tech Artillery Platform now has a minimum attack range of 100 to match the Command Centers. - Decreased the Command Center's upgraded weapon cooldown from 6000 to 3000. - Tooltips now display units that can capture buildings and supplies. - Updated the base SDK files from Gen 2.0 to use the latest version (link:https://www.moddb.com/mods/command-conquer-generals-version-20). - The Bonus Crates no longer have a chance to cause nuclear winter upon triggered by a unit (thanks, Sgtmyers88!). - Updated the tooltip descriptions for factions. - AI armies are now referred to as "Normal, Hard, and Brutal". - Updated the team color to be more distinguishable from one another. - Add more team colors in addition to the current swatch. - Increased the build cost of the units to prevent the players from having an obscene amount of money and thus invalidating some factions' weaknesses (see below). - Adjusted the upgrade cost for tiering up: - Increased the Tier Up 1 cost from 1000 to 2500. - Increased the Tier Up 2 cost from 2000 to 5000. - Increased the Tier Up 3 cost from 4000 to 10000. SOLISIA - The cost of the units is adjusted as follows: - Increased Prophet's build cost from 1000 to 1250. - Increased Zealot's build cost from 1500 to 2000. - Increased Crusader's build cost from 2000 to 3000. - Increased Warden's build cost from 2500 to 5000. - Increased Priest's build cost from 2500 to 5000. - Increased Bishop's build cost from 4000 to 8000. - Increased Prophet's ammo count from 3 to 4. - Decreased Prophet's burst cooldown from 500 to 250. - Increased Bishop's weapon damage from 500 to 600. VULKAN - The cost of the units is adjusted as follows: - Whiplash's build cost remains unchanged (2500). - Increased Fake Whiplash's build cost from 2000 to 2500. - Increased Ignis' build cost from 2000 to 4000. - Increased Double-Barreled Ignis' build cost from 3000 to 5000. - Increased Ignis Prime's build cost from 2500 to 3000. - Increased Robus' build cost from 3000 to 6000. - Increased Bothynus' build cost from 3000 to 6000. - Increased Pugnax' build cost from 4000 to 8000. - Increased Ignis Prime's weapon range from 150 to 200. - Decreased Pugnax' weapon range from 200 to 150. FULGURA - The cost of the units is adjusted as follows: - Defender's build cost remains unchanged (1000). - Increased Enforcer's build cost from 1200 to 1500. - Increased Lawmaker's build cost from 2000 to 2500. - Increased Peacemaker's build cost from 2500 to 5000. - Increased Watcher's build cost from 2500 to 6000. - Increased Shieldbreaker's build cost from 4000 to 8000. - Increased Peacemaker's weapon damage from 90 to 100. LAMINA - The cost of the units is adjusted as follows: - Increased Rat's build cost from 600 to 800. - Increased Fake Rat's build cost from 1200 to 1600. - Increased Cobra's build cost from 800 to 1500. - Increased Python's build cost from 1000 to 2000. - Increased Boa's build cost from 1200 to 4000. - Increased Warthog's build cost from 1200 to 4000. - Increased Lion's build cost from 2000 to 6000. - Increased Boa's weapon damage from 80 to 100. DEMONS - The cost of the units is adjusted as follows: - Increased Termite's build cost from 800 to 1000. - Increased Scarab's build cost from 900 to 1500. - Increased Harbinger's build cost from 1200 to 2000. - Increased Vanguard's build cost from 1600 to 4000. - Increased Hellstorm's build cost from 2500 to 6000. - Increased Baron's build cost from 3000 to 8000. - Decreased Termite's health from 400 to 300. - Increased Harbinger's health from 800 to 1000. - Decreased Vanguard's weapon damage from 120 to 100. - Decreased Vanguard's weapon cooldown from 2000 to 1500. - Decreased Baron's movement speed from 25 to 20. - Decreased Baron's acceleration from 25 to 20. CHANGELOG V.1.103 GLOBAL - Updated the Supply Piles to have a proper hitbox. - Updated the Command Center's weapon to have its natural pitch at 25 degrees. - Further customized the ControlBarPro to make the colors in UI more coherent with each other. - Increased the resolution of faction emblems in UI. - Removed Vanilla ZH shell map from appearing on the main menu. - Adjusted the file structure to prevent the .scb files from not being read. - Adjusted the acceleration and rotation rate of the units (see below). SOLISIA - All Solisian units now take 2 seconds to reach their top speed. - Decreased Prophet's turn rate from 180 to 120. - Decreased Zealot's turn rate from 180 to 90. - Decreased Crusader's movement speed from 30 to 25. - Decreased Crusader's turn rate from 120 to 90. - Decreased Warden's movement speed from 30 to 25. - Decreased Warden's turn rate from 120 to 60. - Increased Priest's movement speed from 20 to 25. - Decreased Priest's turn rate from 120 to 90. - Increased Bishop's movement speed from 20 to 25. - Decreased Bishop's turn rate from 120 to 60. VULKAN - All Vulkanic units now take 0.5 seconds to reach their top speed. FULGURA - All Fulguran units now take 1 second to reach their top speed. - Increased Lawmaker's turn rate from 60 to 90. LAMINA - All Lamini units now take 0.5 seconds to reach their top speed. - Decreased Cobra's turn rate from 180 to 120. - Decreased Boa's movement speed from 25 to 30. DEMONS - All Demonic units now take 1 second to reach their top speed. - Termite's hotkey is now R to prevent overlapping with the Tier Up command. - Decreased Termite's turn rate from 180 to 120. - Decreased Scarab's turn rate from 180 to 120. - Increased Harbinger's movement speed from 25 to 30. - Increased Vanguard's movement speed from 25 to 30. - Decreased Hellstorm's turn rate from 180 to 90. - Hellstorm can now attack without turning its hull around. - Increased Baron's movement speed from 20 to 25. A new update is now available in GenLauncher, as well as in the files section. Simply update it with the aforementioned program, or download and install it manually in the ZH folder. You can learn more about C&C Power Play by visiting the ModDB Profile. Download C&C Power Play Here. And this is all for today! Enjoy C&C Power Play and provide your feedback about it so it can get better. Posted by Banshee Comments (0) C&C Generals v2.0 patch version 2.03 has been released. March 01, 2023 - 04:03 Howdy! sgtmyers88, the leader of C&C Generals Version 2.0, has been busy recently in order to release C&C Generals v2.0 patch version 2.03. C&C Generals Version 2.0 is a modification for C&C Generals: Zero Hour created with the purpose of updating the visual effects and the gameplay concepts of the aging game Command & Conquer Generals Zero Hour SAGE Game Engine for use with its associated Mods. Here are the official words about C&C Generals v2.0 patch version 2.03: Quote: https://www.moddb.com/mods/command-conquer-generals-version-20/downloads/cc-generals-v203-patch Patch 2.0.3 Updates: (v1.08 on GenLauncher) * Some minor optimizations and visual edits were made to the skirmish maps * General physics adjustments made to several objects * Adjusted particle effect code on several objects for optimization * Fixed scripting bugs and optimized several of the campaign missions. Troubleshooting In-Game: If the game appears too bright, it is due to the new shader add-on. Simply omit using the "Shaders" file by deleting it or renaming its extension to something other than .big or turning down your game brightness in the options menu. You can also use Shift+F12 to disable the enhanced bloom effect. Along with ModDB, the project can also be found on GenLauncher. If you are curious about C&C Generals Version 2.0, visit the ModDB Profile to obtain further information about it. Grab the latest version of C&C Generals Version 2.0 by clicking Here. And that's all for now! Have fun and enjoy C&C Generals Version 2.0! Posted by Banshee Comments (0) GIMP 2.10.34 has been released! February 28, 2023 - 12:03 Greetings, Comrade General! A new version of GIMP has been released recently by their team. For those unaware, GIMP is a free and open-source image raster graphics editor used for image manipulation (retouching) and image editing, free-form drawing, transcoding between different image file formats, and more specialized tasks. It might not be the ideal program for drawing. GIMP is available for Linux, macOS, and Microsoft Windows.[ Here are the changes and the fun stuff from GIMP 2.10.34: Quote: GIMP 2.10.34 is finally out, with fixes and some improvements backported from our development codebase. This news lists the most notable and visible changes. In particular, we do not list here the bug fixes. To get a more complete list of changes, you should refer to the NEWS file or look at the commit history. File Formats TIFF Apart from various bug fixes, the TIFF import dialog now gets a new option labelled "Show reduced images", which is backported from the development release GIMP 2.99.14. Here is what we said about this option when initially announced: The TIFF format has a concept of "reduced page". Until now, we were assuming pages tagged as "reduced" to be thumbnails. Yet this is not always the case. For instance we had feedback from makers of medical devices which were using "reduced pages" as sub-sampled images generated by said devices. They needed GIMP to be able to load all the pages as layers (the main images and the sub-sampled ones). Importing reduced pages of TIFF files - GIMP 2.10.34 This is why we added a new option called "Show reduced images" which lets you decide whether you want to load these or not. The option will be checked by default through a small heuristic: if there is only one reduced page and it’s in the second position, then it’s probably a thumbnail (as per common usage across software), in which case, we disable the checkbox by default. Still, in the end, the choice is yours! PSD We also backported a bunch of features from the development branch to improve PSD support. In particular: * Ability to load layers with the "clipping" flag set and clipping layers have been backported from GIMP 2.99.10. * Ability to export PSD files with paths has been backported from GIMP 2.99.14. JPEG XL While JPEG XL import has been possible in the stable branch since GIMP 2.10.32, export support has now been backported too in this version, though it is limited to 8-bit lossless. Additionally, metadata support on import (only) has been backported, making this version of GIMP much more useful for anyone working with this format. Note for packagers: metadata support in JPEG XL requires libjxl 0.7.0 or over. PDF Our code for PDF import and export was pretty oblivious of the ability to have transparency in PDF. This is now changing. From GIMP 2.10.34 and onwards, the PDF import dialog will propose an option labelled "Fill transparent areas with white". It will be checked by default (thus providing the old behavior) because most office software seem to create PDF files assuming reader software will fill the background with white. Unchecking the box would not render the expected result. This is likely why our code was historically doing the same as other reader software. Nevertheless for the cases where you actually intended transparent background upon loading, it will now be possible. PDF import in GIMP 2.10.34: new "Fill transparent areas with background color" option Symmetrically when exporting a PDF, we now propose an option labelled "Fill transparent areas with background color", letting you decide whether or not you want to add an opaque background, hence getting rid of transparency or leaving your image with transparency, exactly as you see it in GIMP canvas. PDF export in GIMP 2.10.34: new "Fill transparent areas with white" option Of course note that, as said above, not all PDF readers handle transparency. Very often, many readers (including web browsers’ readers) will fill the background with white. Yet, if you have a more compliant PDF reader or editor, this new usage can be of interest. Raw data We are talking here of "raw data", where you export your pixels as contiguous or planar data directly without following a specific file format, and not RAW file formats, as are usually called formats used by digital cameras (for these, we still prefer to pass through good raw developer software, such as darktable or RawTherapee). As a partial backport from GIMP 2.99.12, GIMP will now export your image to raw data at the precision used by your image backend. In other words, you can export high bit depth raw images. Note, though, that improvements to this plug-in in the development version were not fully backported. In particular, you may not be able to load back the high bit depth images that you exported. The reason is that the changes required for this would considerably modify the PDB procedure tied to this plug-in, which would break third-party scripts relying on this procedure to load raw data as images. Template selector in Canvas Size dialog The template selector introduced in the development version GIMP 2.99.6 has now been backported, allowing you to resize your canvas more easily when using common image formats. Template selector in Canvas Size dialog - GIMP 2.10.34 Item dockables with "Visibility" and "Link' headers As a very partial backport of the many usability changes which happened in the development version 2.99.10, the Layers, Channels and Paths dockables now feature a small header above the items list, containing the "eye" and "chain" icon, hence making the columns more discoverable. "visibility" and "link" icon header Note: the outline effect when hovering the visibility and link columns was already backported in GIMP 2.10.32. Improved desktop color-picking (Windows, X11) GIMP has two color-picking features: the Color Picker tool, which works only within the opened images yet with greater color management and the color picker button in the Colors dockable, which can color pick anywhere in the display and relies on the infrastructure allowed by the OS or desktop you are currently running on. On Windows, the color-picking feature has been entirely rewritten with OS-dedicated code, which works much better with multiple monitors, even when using different PPI scales, for instance, when mixing high and low pixel density displays (this fixes some coordinates mistracking bug our previous implementation had). On Linux/X11, we are backtracking to fix a regression in desktop color-picking. We used to follow recommendations for the new Wayland path, which is to favor color-picking "portals" when available. Unfortunately, most (if not all?) these portals still don’t give any color-management information about the returned color. As graphics work requires accurate color management, we decided to get back using full old-style X11 code. Note that since the stable branch of GIMP is still using GTK+2, even if you run on Wayland, GIMP itself would use XWayland. In other words, GIMP 2.10.34 now runs the X11 code path, whatever windowing system is in use. Remembering color scale and model preferences In "Change Foreground|Background Color" dialogs or in the Colors dockable, you have the option to view your colors in a 0..100 or 0..255 scales. You can also see your color in alternative LCh or HSV color models. These two settings are now stored and remembered across sessions so that you don’t have click them again each time for your usual and preferred workflow. macOS improvements This version comes with a few bug fixes dedicated to the macOS builds. The most noteworthy one is that we implemented HTTPS support (since our I/O backend library, GIO, lacks proper macOS support for this protocol) for two features in particular: * Check for updates: unless you disable the option in "Preferences", you should now be notified of new versions of GIMP. * Help system: it is now possible to read the remote documentation from within the Help Browser in GIMP. Plug-in API Two new functions were added, wrapping basic color processing filters, making it easy to call them from third-party plug-ins: * gimp_drawable_shadows_highlights(): function performing the "Shadows-Highligths" filter in the "Colors" menu. * gimp_drawable_extract_component(): function performing the "Extract Component" filter in the "Colors > Components" menu. GEGL, babl As usual, this version of GIMP is accompanied by new versions of babl and GEGL: * babl 0.1.100 comes with bug fixes in the recently added LUT creation and usage code. It also better supports non-ASCII characters in file paths on Windows. * babl 0.1.102 disabled the LUT usage by default depending on the environment variable BABL_LUT, leaving us some time to iron out a few more issues we discovered at the last minute. * GEGL 0.4.42 adds conditional support for libraw 0.21.0, while also improving the following operations: rgb-clip, perlin, mosaic, c2g, long-shadow and gif-load. Various build improvements also happened in both babl and GEGL. You can check more information about GIMP by visiting the Official Website, and Forums. Grab the latest version of GIMP by clicking Here. And that's all for now! Have fun and enjoy GIMP! Posted by Banshee Comments (0) Login Welcome guest. Username: Password: Auto Login I forgot my password Register Support Us Donate to keep PPM online! 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