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OpenRA

--------------------------------------------------------------------------------

OpenRA :: 25/06/23 - 14:56
The final version of Combined Arms 0.91 is out!
OpenRA :: 19/06/23 - 21:17
OpenHV Release 20230618 is ready to be downloaded
OpenRA :: 04/05/23 - 13:39
OpenSA Playtest-20230503 is now ready for testing!
OpenRA :: 16/04/23 - 23:39
OpenHV Release 20230416 is now available for download!
OpenRA :: 12/04/23 - 11:38
OpenSA Playtest-20230411 has been released!
OpenRA :: 10/04/23 - 22:47
Combined Arms 0.91 Pre Release #2 is now available for download!
OpenRA :: 05/04/23 - 11:42
D.O.R.F. nuke.
OpenRA :: 04/04/23 - 14:01
Fractured Realms 1.0 was released!
OpenRA :: 23/03/23 - 03:27
Vermins of Dune: March Update!
OpenRA :: 22/03/23 - 16:41
March On Instinct 2 soundtrack for Combined Arms!

 
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New Voxel :: 25/06/23 - 09:32
[ra2yr] unused tanks
New Voxel :: 25/06/23 - 08:20
[ra2yr+ares] Amphibious MCV
New Voxel :: 24/06/23 - 08:04
Caterpillar 950H Loader
New Voxel :: 12/06/23 - 15:35
[RA2/YR] E63VWS4K
New Voxel :: 11/06/23 - 15:26
[ra2yr] Merge tanks of original allied and soviet models (updated)
New Voxel :: 10/06/23 - 18:46
Caterpillar 320C
New Voxel :: 06/06/23 - 16:34
LIEBHERR 9600 Giant excavator
New Voxel :: 31/05/23 - 12:00
Liberty ship
New SHP :: 31/05/23 - 00:07
Palm trees with snow!
New SHP :: 30/05/23 - 10:08
[RA] 5TNK - Behemoth Tank

 

Do you want to advertise at Project Perfect Game? Find out how to do it HERE.

Zero-K v1.11.6.5 - Sudden Death
Jun 25, 2023 - 15:15


Hello ladies and gentlemen! Reinforcements have arrived from Zero-K as Zero-K
v1.11.6.5 has been recently published by their staff. For your information,
Zero-K is a free and open-source real-time strategy game that uses the Spring
game engine. There is only one faction with 100+ varied units with unique
abilities. It has physically simulated units and projectiles, and it allows
terrain manipulation in battle. It has a single-player campaign, a challenging,
non-cheating AI, multiplayer 1v1 - 16v16, FFA, and coop, and a multiplayer
online campaign. Here is what we know about Zero-K v1.11.6.5:


Quote:
This is mostly a small fixes update for the previous patch. It has a few balance
changes and features, though. Most notable are a slight Redback nerf and a
sudden death mode. The sudden death mode might see use in the upcoming
tournament to put a cap on very long games, but we are still waiting to see what
people think of it. In any case, it seems like a useful mode to have.


Balance
Redback is worse at dodging projectiles.
   
   
 * Increased collision shape width by 11% and length by 25%.
   
 * Reduced turn rate by 5%.



Ogre now ignores terrain and wrecks when aiming and firing. It has sufficient
AoE and arc for making an attempt to be often beneficial.

Zeno now homes onto the actual position of a radar target earlier - early enough
to hit it.


Features
   
   
 * Holding Alt while selecting units now filters out rank 3 (ie, army units).
   
 * Added a sudden death mode game option under Map. It causes the game to end
   shortly after a specified time via a contracting death circle.



Fixes
   
   
 * Fixed a missile impact indicator error.
   
 * Fixed a pathfinding issue to do with construction orders on terrible terrain.
   
 * Tactical missiles no longer have inconsistent half-prediction of enemy
   velocity. They now fire exactly where they are aimed.
   
 * Fixed contrast adaptive sharpening scaling with zoom level.
   
 * Fixed moderator tooltip color in the lobby.
   
 * Improved Pylon collision and selection volumes.



You can check more information about Zero-K by visiting the Official Website,
and Forums. Zero-K is downloadable at This Address. And this is all for today!
Enjoy Zero-K and provide your feedback about it so it can get better.



Posted by Banshee
View News Source
paint.net 5.0.7 is now available!
Jun 25, 2023 - 15:07


Howdy! A new version of paint.net has been posted as we speak by their team.
paint.net is a free and open-source image and photo editing software for Windows
with a quite rich set of features. Here are the official words about paint.net
5.0.7:


Quote:
This is a small update with some quality-of-life improvements and bug fixes.

Changes since v5.0.6:
   
   
 * New: Ctrl+Shift+Page Up/Down can now be used to switch between tabs
   
 * Improved: The selection highlight is now hidden when the Layer Properties
   dialog is open
   
 * Improved: The Move Selection Tool will not be forced to commit its state when
   the image is being saved, thus preserving history entries
   
 * Changed the icon for Contiguous mode (Magic Wand and Paint Bucket tools) to
   have better contrast with the icon for Global mode
   
 * Fixed: Shortcut keys are now listed for the tooltips in the Layers and
   History windows and for the selection combine modes in the toolbar. The help
   text for the Magic Wand and Paint Bucket tools also notes that holding Shift
   will use Global mode.
   
 * Fixed the Edit -> Copy and Copy Merged menu items from being incorrectly
   enabled when no image is open
   
 * Fixed an issue where the selection highlight would not appear in some cases
   
 * Fixed some rare rendering artifacts for GPU plugins when using the CPU for
   rendering
   
 * Fixed an infinite loop when using BoltBait’s Apply Mask twice on two separate
   images with a different number of layers
   
 * Removed the /setenv command-line argument
   
 * Updated the bundled DDSFileTypePlus plugin to v1.11.9.0 (thanks @null54!)



You can find more information about paint.net by visiting the Official Website.
Download paint.net 5.0.7. That's all, folks! Stay tuned at PPM for more news
coverage on paint.net!



Posted by Banshee
View News Source
The final version of Combined Arms 0.91 is out!
Jun 25, 2023 - 14:56


Greetings, commander! Inqubi has announced a new version of Combined Arms called
Combined Arms 0.91. Combined Arms is a mod for OpenRA that emulates the old
Command & Conquer games gameplay and brings five factions to the battlefield:
Allies, Soviets, GDI, Nod, and Scrin. It features new units and support powers
for these factions. It also features new graphics and sound effects. Here are
the changes and the fun stuff from Combined Arms 0.91:








Quote:
Features
   
   
 * Chapters 4 and 5 of the single-player campaign.
   
 * Many improvements to existing missions.
   
 * Added co-op variants of Duality and Containment.
   
 * Increased variety of unit types AI uses to attack within a campaign.
   
 * Restored old color picker to allow darker colors.
   
 * New music track, Recon Remix.
   
 * New upgrades system to allow easier upgrading of units (V hotkey). Existing
   units superseded by an upgrade can be retrofitted via SD with a new upgrade
   command.
   
 * Added "Multi-Queue Scaled" lobby option, which makes production structures
   after the first in each queue cost significantly more until T2/T3 upgrades
   are purchased to make them cheaper.
   
 * New "Composition Tournament" minigame map.
   
 * New Team Fortress-inspired minigame map.
   
 * Added RAGL Season 14 maps.



Balance
General
   
   
 * Concussion applies -25% speed and -50% rate of fire reduction (instead of
   -45% speed and -33% rate of fire) - affects (H)MLRS Hammerhead Missiles,
   Sniper, Siege Tank, Aurora, Sonic Tower, MAD Tank.
   
 * Reduced rearm times for all aircraft.
   
 * Reduced Rocket Soldier/Disintegrator AA auto attack range by 1 (halfway
   between the two previous values).
   
 * Yuri/Mastermind gain experience from slaves, gain +1 capacity per veterancy
   level, and +1 range when elite. Can now release slaves by right-clicking
   them.
   
 * Reduced Rifle/Minigunner/Warrior damage vs. heavy armor a little (it was
   previously increased by 50%).
   
 * Increased HP of all basic defenses.
   
 * Reduced amount of healing required to trigger healing cooldown for commandos.
   
 * A portion of a Medic's healing is now applied over time.
   
 * AA defenses and primary AA vehicles (IFV, BTR, Vulcan, Stealth Tank, and Gun
   Walker) take 50% less damage from aircraft.
   
 * Harvesters and MCVs take 40% less damage from aircraft.
   
 * Mine Layers can defuse mines. Increased mine health.
   
 * Reduced radar cost to 1600.



Allies
   
   
 * Increased Tank Destroyer damage vs light armor.
   
 * Increased Longbow vision by 1. Increased damage vs. heavy armor.
   
 * Reduced reload time for Nighthawk Cryo Missiles.
   
 * Use TankBuster damage type for Snipers (reduced damage vs. non-tank heavy
   units, increased vs. tanks).
   
 * Increased Veil of War cooldown from 3 minutes to 4 minutes. Reduced radius
   slightly.
   
 * Reduced the "veiled" debuff effect from 50% range reduction to 20% (Veil of
   War, Gap Generators). Direct gap generator beam applies 40% range reduction.
   
 * IFV requires either radar or service depot (as it was the only primary AA
   vehicle denied via radar loss).
   
 * Increased range of base IFV by 0.25. Reduced damage vs. light armor.
   
 * Increased range of Rocket IFV by 0.5.
   
 * Reduced Rifle IFV damage vs. buildings.
   
 * Increased Raider APC vision by 1. Increased damage vs. infantry. Reduced
   damage vs. buildings. Existing APCs must be upgraded via SD.
   
 * Increased Scout Tank vision by 1.
   
 * Reduced Mirage Tank damage vs. infantry a little, so it takes 1 fewer shot to
   kill instead of 2.
   
 * Temporal Flux allows Chrono Tank to teleport twice before recharging. Reduced
   Chrono Tank damage vs. infantry and speed.
   
 * Increased Artillery cost to 650. Reduced rate of fire. Reduced damage vs.
   defenses. Reduced damage and splash radius vs. heavy armor.
   
 * Chrono Prison can now drain Scrin aircraft shields and erase Iron Curtained
   units.
   
 * Base Sniper no longer auto-targets vehicles and must aim before firing.
   Increased range to 8.5.
   
 * Moved Raufoss upgrade to T3. Reduces range to 7.
   
 * Increased Battle Fortress HP from 110k to 115k.
   
 * Reduced detonation and cooldown times of SEAL C4.
   
 * Increased cooldown of Cluster Mines support power from 4:00 to 4:30.
   
 * Reduced Turret power consumption from 40 to 30.
   
 * Cryo Missile upgrade also applies to Strafing Run.
   
 * Fake buildings can be detonated manually.
   
 * Germany - Added 20% Chronosphere discount.



Soviets
   
   
 * Increased Hind vision by 1 and range by 0.5. Increased damage. Increased HP
   from 32k to 34k. Reduced speed. Reduced missile RoF. Reduced ammo of
   Chaingun/Rockets to 10/12, respectively.
   
 * Increased MiG anti-heavy damage.
   
 * Thief no longer slowed by Heavy Hazmat Suits upgrade.
   
 * Slight increase to V2/V3 splash damage.
   
 * Reduced V2 price from 900 to 850. Increased projectile speed.
   
 * Rebalanced Tesla Tank around a higher rate of fire and good damage vs. heavy
   armor. Increased range by 0.5. Reduced price to 1150.
   
 * Increased Tesla Track damage and rate of fire. Increased HP from 20k to 22k.
   Reduced arcing damage.
   
 * Increase Siege Tank price to 1500. Reduced damage vs. heavy armor. Reduced
   concussion radius and duration.
   
 * Increase Brute HP, speed, and damage vs. vehicles. Regenerates to 50% health
   out of combat.
   
 * Increased Mammoth Tank/Eradicator rate of fire.
   
 * Increased Eradicator damage vs. heavy.
   
 * Increased Yuri HP from 15k to 18k. Increased vision by 1. Added psychic
   detection radius. Reduced Mind Blast cooldown from 6 seconds to 4 seconds.
   
 * Increased Desolator splash damage.
   
 * Increased Crazy Ivan bomb splash damage.
   
 * Increased Tesla Coil HP from 35k to 37.5k.
   
 * Increased Shock Trooper damage very slightly.
   
 * Reduced rate of fire and projectile speed of Mammoth Tank missiles.
   
 * Reduced Grenadier damage vs. infantry and defenses.
   
 * Increased Apocalypse Tank damage vs light armor.
   
 * Reduce Yak price from 1250 to 1200.
   
 * Increased Atomic Shell's firepower bonus from 150% to 180%. Increased
   duration from 1:30 to 2:00.
   
 * Iraq - Missile Silo discount increased from 10% to 40%.
   
 * Yuri - Added 10% Kirov discount.
   
 * Ukraine - Increase MAD Tank discount from 10% to 25%.
   
 * Increased MAD Tank HP from 90k to 100k.
   
 * Increased Chem Tower splash radius slightly.
   
 * Chaos drone emits chaos clouds when deployed or destroyed. Increased movement
   speed.
   
 * Increased Kirov HP from 100k to 110k. Reduced the increased damage taken
   while firing from +50% to +33%. Reduced reload time. Reduced speed. Reduced
   splash radius (except for the Ukraine variant). Added concussion to Ukraine
   variant.



GDI
   
   
 * Increased (H)MLRS HP by 2k. Increased base damage, damage vs buildings, and
   reduced the splash drop-off near the center of the explosion. Reduced damage
   vs. heavy armor. Reduced turret turn rate. Reduced AA range, projectile
   speed, and maximum tracking range.
   
 * Reduced HMLRS speed slightly.
   
 * Increased Hypersonic missile accuracy, projectile speed, and range.
   
 * Increased Hailstorm missile damage vs. buildings/defenses.
   
 * Increased Orca vision by 1. Increased damage vs. heavy armor.
   
 * Increased JumpJet range slightly, vision by 1, and damage vs. infantry. It
   can now target aircraft.
   
 * Increased Bombardier range by 0.5. It can now target aircraft.
   
 * Increased XO range and damage vs. heavy armor. Increased HP from 30k to 32k.
   Reduced damage vs. infantry.
   
 * Increased Vulcan range by 0.25. Existing APCs must be upgraded to Vulcan via
   SD.
   
 * Gryo Stabilizers upgrade moved to tier 4. It no longer affects Titan
   missiles. Effects reduced by 35% (so +65% range, +65% reload time, down from
   100%). Increased recharge from 50s to 60s, begins discharging immediately.
   
 * Increased Disruptor damage. Applies concussion with Sonic Amplifiers upgrade.
   Updated projectile behavior/visual.
   
 * Battle Drone and Mammoth Drone no longer come with free Mini Drone but still
   gain self-repair (or improved self-repair). Increased Battle Drone upgrade
   cost to 1250.
   
 * Increased point defense shield/laser recharge time. Reduced damage reduction
   from 75% to 60% for Hum-Vees/Guardian Drones.
   
 * Increased Mammoth Tank/Titan/Railgun Titan/Hover Mammoth/Ion Mammoth/Mammoth
   Drone rate of fire.
   
 * Increase the range of the Mobile Sensor from 18 to 24, but it can't detect
   infantry. Reduced stealth detection range by 2. Increased price from 1200 to
   1250.
   
 * Reduce the vision of Recon Drone from 14 to 12.
   
 * Mobile EMP slowed when crushing.
   
 * Reduced rate of fire and projectile speed of Mammoth/Titan missiles.
   
 * Reduced Grenadier damage vs. infantry and defenses.
   
 * Bombardment strategy gives +3% firepower and rate of fire per level instead
   of +5% firepower.
   
 * Reduced Advanced Guard Tower damage vs infantry.
   
 * Reduced A10 damage vs buildings. Increased HP from 27k to 28k.
   
 * Talon - Upgrade Center discount increased from 10% to 20%. Added 10% Tech
   Center discount.
   
 * ZOCOM - Advanced Comms discount increased from 10% to 40%. Hazmat Suits are
   equipped as standard.
   
 * ARC - Added 20% Mobile Sensor discount.
   
 * Increased Orca Bomber cost from 1.7k to 2k. Increased HP from 30k to 38k.
   Increased ammo from 4 to 6. Increased damage.
   
 * Slightly reduced Ion Mammoth splash radius.
   
 * Use charging attacks for EMP Missile and Firestorm Barrage, so time to fire
   is consistent regardless of initial turret facing.



Nod
   
   
 * Increased Apache/Venom vision by 1 and range by 0.5.
   
 * Increased Flame Tank & Heavy Flame Tank damage vs. defenses and increased
   speed a little.
   
 * Reduced cost of Heavy Flame Tank from 1100 to 1000.
   
 * Enlightened EMP is now a ranged targetable ability. It hits a single target,
   4s disabled, and 20s recharge. Reduced Enlightened movement speed and damage
   slightly.
   
 * Frenzied units no longer take increased damage, but after frenzy wears off,
   they have reduced speed and rate of fire for 10 seconds
   
 * Increased Light Tank vision by 1.
   
 * Increased Black Hand Trooper speed. Increased damage vs. moving targets.
   
 * Increased Microwave Tank rate of fire a little. Increased base EMP duration
   by 1s. Reduced splash radius.
   
 * Increased Artillery/Howitzer cost to 650. Reduced rate of fire. Reduced
   damage vs. defenses. Reduced damage and splash radius vs. heavy armor.
   
 * Increased Howitzer speed and turn rate.
   
 * Increased Obelisk rate of fire slightly.
   
 * Shadow Team gliders are now cloaked.
   
 * Reduced Banshee splash radius. Increased damage vs. heavy armor.
   
 * Increased Cyborg Elite damage vs heavy armor.
   
 * Reduced the time taken to upgrade cyborgs via Temple Prime.
   
 * Increased Cyborg Reaper HP from 9k to 11k.
   
 * Added partial tankbuster damage to base Stealth Tank and full tankbuster
   damage when upgraded with Tib Core Missiles.
   
 * Tiberium Stealth grants a 10% damage reduction.
   
 * Reduced Turret power consumption from 40 to 30.
   
 * Increased Cyborg Mechanic movement speed to match regular Cyborg.
   
 * Quantum Capacitors upgrade grants a small buff to Templars.
   
 * Marked - Added 10% Temple Prime discount.
   
 * Legion - Added 33% Satellite Hack cooldown reduction.
   
 * Shadow - Stealth Generator passive range increased by 4, remains cloaked when
   active.
   
 * Infiltrator unlocks Mobile Sensor and Mobile Gap Generator from GDI/Allied
   Tech Centers, respectively (instead of MLRS and MRJ).
   
 * Increased SSM/Spectre damage vs defenses.
   
 * Increased upgraded Venom damage vs. defenses.
   
 * Increase minimum credits gained by Cash Hack from 500 to 750.
   
 * Black Napalm upgrade reduces the rate of fire instead of reducing the splash
   radius.



Scrin
   
   
 * Increased Mothership main weapon damage (and improved visual effects).
   Updated the secondary weapon, which can now be fired while moving.
   
 * Mothership can create wormholes at the targeted location from a distance.
   
 * Reduced Intruder damage vs. heavy armor slightly.
   
 * Increased Darkener Tank turn rate and turret turn rate.
   
 * Reduced Tripod/Reaper Tripod speed slightly.
   
 * Increased Leecher price from 900 to 1000. Reduced speed. Reduced damage vs.
   buildings. Reduced range by 0.5. Removed lifesteal completely with
   Coalescence upgrade instead of reducing it.
   
 * Reduce Leecher Orb HP from 34k to 30k.
   
 * Flak Vest mitigation reduced against Devastator Warship.
   
 * Reduce Stormcrawler damage vs. heavy armor slightly.
   
 * Ion Conduits triggered on taking damage as well as attacking. Stacks increase
   at a fixed rate.
   
 * Blink Packs upgrade moved to tier 3. Reduced cost to 750. Teleport has an
   additional range.
   
 * Feeders move 20% faster when charged. Increased vision to 7.
   
 * Increased Mastermind HP from 15k to 18k. Increased vision by 1. Mind Sparks
   is now controllable.
   
 * Increased PAC damage vs. light armor and aircraft.
   
 * Increased Ravager damage vs. light armor.
   
 * Reduced Plasma Turret splash radius and damage vs. heavy armor.
   
 * Increased Atomizer direct damage and added splash. Reduced DoT damage.
   
 * Increased Enervator damage vs. heavy armor.
   
 * Increased Feeder speed and HP.
   
 * Increased Stormrider damage vs. heavy armor.
   
 * Reaper - Added 40% Fleet Shields discount.
   
 * Harbinger - Added 20% Rift Generator discount.
   
 * Collector-73 - Field Manipulator discount increased from 10% to 20%. Affected
   units take damage over time.
   
 * Increased Buzzer Swarm damage.
   
 * Reduced Shard Walker HP from 35k to 32k. Reduced damage vs. heavy armor.
   
 * Reduced Suppression Field radius a little.



Fixes/Misc
   
   
 * Fixed AI stopping all production on Easy/Normal difficulty. Improved low cash
   handling.
   
 * Fixed Spectre being replaced by Howitzer when repaired.
   
 * Fixed LSTs built by the player in mission 5 being uncontrollable.
   
 * Fixed crash in mission 11 caused by destroying Nod Airstrip before the
   southern base was cleared.
   
 * Make walls other than concrete/biometallic no longer block projectiles.
   
 * Fixed Grenadiers/Engineers/Ivan standing with their arms in the air.
   
 * Lowered selection priority of Mobile Sensor and Mobile Stealth Generator.
   
 * Prevent teleporting infantry stacking on the same subcell.
   
 * Prevent certain support powers revealing enemy locations under shroud/fog
   when targeting (IC, Stealth Gen, etc.).
   
 * Updated cloak effect.
   
 * Soviet Engineer voice lines.
   
 * Fixed stealth units decloaking when moving out of range of the Stealth
   Generator.
   
 * Show the number of units queued for conversion in Temple Prime.
   
 * General AI improvements.
   
 * Minor UI improvements.



You can check more information about Combined Arms by visiting the ModDB
Profile, and Discord Channel. Download Combined Arms 0.91. And that's all
regarding Combined Arms for now. Stay tuned at PPM for more news about Combined
Arms!



Posted by Banshee
View News Source
OpenHV Release 20230618 is ready to be downloaded
Jun 19, 2023 - 21:17


Hey everyone! A new version of Open Hard Vacuum is published under the name
OpenHV 20230618. Open Hard Vacuum is a game that uses OpenRA Engine, and it is
inspired by an old game called Hard Vacuum, which ended up not being released at
all, except for its art graphics. Here is what we know about OpenHV 20230618:


Quote:
A new, unstable development path was opened, which means more interesting
changes that could break things and a more up-to-date engine.



The Crater Defense mini-game has new turrets and more enemies to put them to the
test.


The mine layer boat was added.


You can find more information about Open Hard Vacuum by visiting the Official
Website, ModDB Profile, and Discord Channel. You can grab the latest version of
Open Hard Vacuum by clicking Here. And that's all for now! Have fun and enjoy
Open Hard Vacuum!



Posted by Banshee
View News Source
Notepad++ v8.5.4 was released today!
Jun 19, 2023 - 02:50


Aloha! Notepad++ v8.5.4 is the most recent release of Notepad++'s developers.
For those unaware, Notepad++ is a free and open-source code editor and Notepad
replacement that runs on Windows. It supports several programming languages,
multiple tabs, plugins, and is based on the powerful editing component
Scintilla.

The changes from Notepad++ v8.5.4 were announced with the following words:


Quote:
Notepad++ v8.5.4 Release change log:
   
   
 * Fix macro recording regression on Unicode characters.
   
 * Fix regression of defective detection for file read-only attribute removal
   via Explorer.
   
 * Fix opening multi-files on multi-instance mode regression.
   
 * Update: Scintilla 5.3.5 Lexilla 5.2.5.
   
 * Fix Notepad++ hanging issue running macro to EOF.
   
 * Fix EOL symbol color/appearance being reset issue while changing the
   encoding.
   
 * Enable code folding in Assembly source files.
   
 * Fix document language not remembered through sessions issue.
   
 * Add SHA-1 hash features.
   
 * Add “open new blank document in addition on startup” ability.
   
 * Fix lexer plugin is sorted unconventionally in the language menu issue
   
 * Add message NPPM_DARKMODESUBCLASSANDTHEME to allow a plugin to use generic
   dark mode.
   
 * Add the ability to close multiple files without saving them in the Document
   list.
   
 * Several GUI Enhancements.
   
 * Fix the error message on uninstallation.
   
 * Fix tabContextMenu_example.xml not being deleted during uninstallation.



If you are curious about Notepad++, visit the Official Website, and Forums to
obtain further information about it. Download Notepad++ v8.5.4 Here. And this is
all for today! Enjoy Notepad++ and provide your feedback about it so it can get
better.



Posted by Banshee
View News Source
Zero-K v1.11.6.2 - Don't Nuke Your Allies
Jun 19, 2023 - 02:40


Ladies and gentlemen! Today we mentioned earlier the release of Zero-K 1.11.6.0
just to learn, a few hours later, that Zero-K 1.11.6.2 has been published by the
Zero-K's team. For your information, Zero-K is a free and open-source real-time
strategy game that uses the Spring game engine. There is only one faction with
100+ varied units with unique abilities. It has physically simulated units and
projectiles, and it allows terrain manipulation in battle. It has a
single-player campaign, a challenging, non-cheating AI, multiplayer 1v1 - 16v16,
FFA, and coop, and a multiplayer online campaign. Here are the official words
about Zero-K 1.11.6.2:


Quote:
The 3v3 tournament finished earlier today with an excellent turnout of 19 teams.
The results and videos will be posted in this thread in the coming days. The
upshot for this patch is that we are free to make a few balance changes. The aim
of these changes is to work on a few of the more maligned units while nerfing
some of the most prevalent strategies. This mostly means buffs for Gunships and
nerfs for Lance and cloaked Snitch.

The update also has some exciting features. A big one for team games is that
allied nukes and missiles now automatically show where they were aimed, halving
the number of people who panic when a nuke is fired. Another is the ability to
watch any game while waiting for a different one to start without missing out on
the chat, as chat from non-started lobbies is now sent in game. Superintendent
has also added a few more tracks to his alternate soundtrack.


Balance
Snitch is slower to nerf its use with a cloaker, without making it worse as a
pure ambusher.
   
   
 * Speed 117 -> 108



Iris is a bit easier to find, and its area cloak radius now matches the area
shield radius.
   
   
 * Speed 57 -> 54
   
 * Decloak range 180 -> 210
   
 * Cloaker radius 360 -> 350



Lance is less effective when set to fire at will.
   
   
 * Reload time 20s -> 23s



Scallop is still the slowest riot but is a bit tankier than average.
   
   
 * Health 1100 -> 1200
   
 * Speed 48 -> 51



Emissary can afford to be fast since it takes so long to pack up.
   
   
 * Speed 60 -> 63
   
 * Range 1120 -> 1150



Blastwing takes less time to deal its damage and deals slightly more.
   
   
 * AoE 128 -> 144
   
 * Fire DPS 25 -> 32
   
 * Fire linger 25s -> 20s



Gnat needs more health to survive long enough to stun the juiciest target.
   
   
 * Cost 90 -> 85
   
 * Health 370 -> 440



Revenant can be brought back now that commanders are more resilient.
   
   
 * Health 3600 -> 4200
   
 * Missiles 8 -> 9
   
 * Reduced missile wobbly be 6.7%



Stardust has a small buff to its damage output but might still need a larger
change later.
   
   
 * Heat per shot 3.8 -> 3.5



Lucifer can see as far as it can shoot (thanks, Majo).
   
   
 * Range 780 -> 1280



Game Features
   
   
 * Added predicted impact time and location for allied nukes and stockpiled
   missiles (thanks, esainane).
   
 * Added a new Superintendent music track.
   
 * Hovering a unit with the mouse now highlights it slightly. This can be
   configured under 'Settings/Graphics/Unit Visibility'.
   
 * Alt+N terraform preset is slightly higher to block Phantoms firing at
   Engineer Commander.
   
 * Added Set Target (instead of Force Fire) on the Right Click option under
   'Settings/Unit Behaviour'.
   
 * Added time and space leeway settings to make selection easier under
   'Settings/Interface/Selection'.
   
 * Added an explanation of selection rank to 'Settings/Interface/Selection' as
   people find fiddling with it surprisingly useful.
   
 * Embiggened cursor hitboxes of Grizzly, Jugglenaut, Cyclops, Shield Factory,
   and Cloak Factory.
   
 * Singularity Reactor size now fluctuates.
   
 * Impaler fire sound is slightly fainter, and only five can play at once.



Lobby Features
   
   
 * Battles can now be watched by right-clicking on them in the battle list and
   selecting 'Watch'.
   
 * Chat from any lobby you are in is sent in-game if the lobby is not running.
   
 * Added a new Superintendent track that plays when the lobby opens.
   
 * Mention Imp burrow in the tips for the Imp campaign mission.
   
 * Added a game option to override the names of teams for tournaments.
   
 * Added a game option (under Experimental) called Notes that just write text to
   a window at the start of the game. Use it to explain unit tweaks or another
   complicated set of options.



Fixes
   
   
 * Preselection highlight (when hovering over units) now highlights units
   correctly in edge cases.
   
 * Fixed the player count in the battle lobby status box, updating slowly.
   
 * Fixed units set to avoid radar wobble not firing at identified structure dots
   that left radar.
   
 * Fixed Advanced Geo aim point (thanks, dyth68).
   
 * Fixed Mariner special build icon size.
   
 * Healthbars and Build ETA now draw in front of unit outlines.
   
 * Fixed an error that could occur when destroying all the units of the losing
   team.
   
 * Phoenix gibs no longer include a near-complete copy of its fuselage.



You can check more information about Zero-K by visiting the Official Website,
and Forums. Zero-K is available for download Here. That's all, folks! Stay tuned
at PPM for more news coverage on Zero-K!



Posted by Banshee
View News Source
Zero-K v1.11.6.0 - Floating Superweapons
Jun 18, 2023 - 16:47


Hello everyone! Zero-K v1.11.6.0 is the most recent release of Zero-K's crew, as
it was released a few weeks ago. For your information, Zero-K is a free and
open-source real-time strategy game that uses the Spring game engine. There is
only one faction with 100+ varied units with unique abilities. It has physically
simulated units and projectiles, and it allows terrain manipulation in battle.
It has a single-player campaign, a challenging, non-cheating AI, multiplayer 1v1
- 16v16, FFA, and coop, and a multiplayer online campaign. Here are the official
words about Zero-K v1.11.6.0:


Quote:
This is mostly a fixes and tweaks update, as the 3v3 tournament is only in two
weeks. Each team must have a new player, so everyone is welcome to join. Sign up
in this thread if you are interested.

There are two big balance changes: nerfs for superweapons and shields being
disabled underwater. Aspis can now float to give it some use in the sea, and
floating has been improved in general. The superweapon changes were motivated by
some of the epic games on the large maps added in April. Starlight is much more
expensive as it is the best at ending games, but games were ending a bit too
early. Disco Rave Party and Zenith were differentiated by leaning into the slow
aim and rate of DRP compared to the instant response of Zenith. Thanks for all
the feedback in the thread on the forums.

The most notable fixes are for the rare Zenith gathering bug and the
Fencer/Bulkhead transition issue. There are also many backend improvements to
scripting and the engine (which was updated earlier in the week), some of which
are relevant to modding, so they are listed in a section below. More Chinese
translations have been contributed, and a few campaign missions have been
tweaked based on feedback.

Balance

Shields are disabled when the unit carrying them is submerged.
   
   
 * The disable is the same as any other disable. The charge drops to zero, and
   linking does not work.
   
 * The unit must be completely underwater. This is the same threshold at which
   the cloak is disabled, and units are no longer detectable by non-sea vision.



Aspis can now float, and floating, in general, has tweaks to help it stay above
water.
   
   
 * Units lobbed or gravity-gunned into the sea can float immediately.
   
 * Note: This was already the case for sea-to-sea lobs and transport throws.
   
 * Floating units no longer sink while teleporting.
   
 * Note: Teleporting from land to the sea will still put the unit on the sea
   floor.



Cloak is canceled immediately after a unit takes a decloaking action (such as
firing). This was always the intention, but at some point, action decloak gained
a random delay of up to a third of a second.

Cornea no longer pays for personal cloak while area cloaking.
   
   
 * This reduces its effective energy drain by 1 energy per second.



Firewalker is less indiscriminate.
   
   
 * Now checks whether a friendly unit is directly in front of both barrels
   before firing.
   
 * Aims a little higher for more clearance.



Zenith costs a bit more as part of a general superweapon nerf but has more
range.
   
   
 * Cost 36k -> 38k
   
 * Range 8400 -> 8800
   
 * Fixed a rare bug that would transform it into an expensive doorstop.



Disco Rave Party costs a bit more and leans hard into directionality.
   
   
 * Cost 40k -> 42k
   
 * Health 12k -> 8k
   
 * Range 7500 -> 7000
   
 * Aim speed 4 degrees/s -> 2.5 degrees/s
   
 * Full spin-up time 1 -> 2 minutes (via reduced acceleration at high spin
   rates).
   
 * Spin speed is now lost while turning, with greater losses at high spin.
   
 * Eg a 45° turn drops spin 100% -> 58%, a 90° turn drops spin 100% -> 33%.



Starlight is much heavier as it is the superweapon that truly ends games.
   
   
 * Cost 45k -> 60k
   
 * Health 7500 -> 12k
   
 * Range 10k -> 12k



Campaign
   
   
 * Allied AIs are now Hard AIs on Normal difficulty (previously, they were
   Normal AIs).
   
 * Replace allied Merlins with Dantes in a few missions, as they are prone to
   friendly fire.
   
 * Adjusted partially built superweapons to leave cost-to-complete unaffected by
   balance changes.
   
 * Moved Disco Rave Party slightly closer to the enemy base to account for its
   lower range partially.
   
 * The mission briefing box now expands to avoid using a scrollbar for the tips
   section.
   
 * Added a hint about max income sharing to some of the first planets with
   allies.
   
 * Made the hints for the Krow mission say a bit more about how to use Krow.
   
 * Added a hint explaining Retreat Zones to the Krow mission.
   
 * Cut hints down to four for Kirdipan (since the window is now expanded to show
   all hints).
   
 * Fixed Romolis victory condition, not checking for Merlins.



Maps
   
   
 * Added start boxes for Supreme Strait.
   
 * Improved lighting on All That Glitters.
   
 * Fixed Timna Island box names.
   
 * Enable alternate diagonal boxes for Calayo.
   
 * Fixed small team boxes for Angel Crossing.
   
 * Added boxes for Pillar of Doom.
   
 * Improved the widget that lets people tweak and save water and lighting
   tweaks.



Graphics
   
   
 * Aegis spin animation is now based on shield charge (thanks, Mach56).
   
 * Improved line-of-sight rendering with AMD graphics (many cards were using a
   shaderless fallback).
   
 * Contrast adaptive sharpening weakens when zooming out to counteract the
   grainy effect.
   
 * Reenabled contrast adaptive sharpening by default.
   
 * Added a subtle bloom shader.
   
 * Bumpmapped water is now the default for the Lowest graphics, as the others
   barely work.



Interface
   
   
 * Added huge nuke warning toggle ingame under Settings/Accessibility (thanks,
   dunno).
   
 * Improved the "Skip pregame chat" button on the replay controls.
   
 * Language change updates unit selection texts immediately.
   
 * Added translation capability for Zeno.
   
 * Updated Chinese (both simple and traditional) translations (thanks Kitty,
   evilblue, et al.).
   
 * Updated Polish translations.
   
 * Tweaked unit reply volumes slightly.



Modding
   
   
 * Zeno no longer counts for Turtle Shell (but would have needed to deal real
   damage).
   
 * Custom submarines are now detected as such for Context Menu properly (instead
   of as ships).
   
 * Added LUS preprocessing, which translates uses of SFX.*, COB.*,
   math.{pi,tau}, math.{rad.sqrt}(constant) into constants. Local optimizations
   for these functions or tables should be removed.
   
 * "morphUnitCreating" is now a game rules param (was team rules param).
   
 * Added gadget:GamePaused(playerID, isPaused) to gadget handler.
   
 * Chicken drone morphs are now done via customparams.
   
 * Missile silo automatically works with any custom missiles you add to the
   buildlist.
   
 * Custom missile silos can exist and have moddable stockpile capacity via
   missile_silo_capacity customparam (still needs script support).
   
 * Removed old nuke/antinuke models.



Fixes
   
   
 * Fixed Zenith occasionally failing to gather meteors.
   
 * Fixed Fencer and Bulkhead occasionally fail to transition between states
   correctly.
   
 * Fixed always-floaters that teleport from land to sea, not automatically
   floating.
   
 * Fixed cloak not being disabled on units when they are reclaimed.
   
 * Fixed area cloakers with personal cloak erroneously being charged for
   personal cloak.
   
 * Fixed the live unit reclaim tooltip using the old value (50%) rather than the
   new one (80%).
   
 * Fixed an error upon comshared resign (thanks, Shaman).
   
 * Fixed debris texture.
   
 * Fixed Zeno not being autogroupable (thanks, Shaman).
   
 * Fixed a rare crash to do with terraform.
   
 * Fixed a bug where disabling units could break a factory.
   
 * Increased Lua memory limit.



If you are curious about Zero-K, visit the Official Website, and Forums to
obtain further information about it. Grab the latest version of Zero-K by
clicking Here. And this is all for today! Enjoy Zero-K and provide your feedback
about it so it can get better.



Posted by Banshee
View News Source
Metal Factions 2.20 released!
Jun 16, 2023 - 23:01


Howdy! Metal Factions 2.20 is the most recent release of Metal Factions's crew.
Metal Factions is an open-source game made with the Spring RTS game engine. It's
an evolving real-time strategy game with four factions: Aven, Gear, Claw, and
Sphere. It features 3D terrain and units, intuitive physics with real-time
simulated gravity, collision handling, and projectile trajectories. It has over
400 units, including humanoid robots, tanks, ships, aircraft, buildings,
defenses, etc. Here are the official words about Metal Factions 2.20:


Quote:
2023/06/05 ------------------ NOTES v2.20 ----------------------

New units
   
   
 * CLAW "Flayer": L2 Minigunner Aircraft
   
 * CLAW "Ogre": L1 Medium Rocket Robot



--- Balance / Mechanics
   
   
 * Fixed an issue that could cause built air units to block further construction
   on the factory until they were destroyed
   (workaround for an engine bug)
   
 * Reduced cost of DC rockets from 1500m to 1400m
   
 * GEAR "Searcher" laser has 5% less range but deals 10% more damage/s
   
 * GEAR "Thud" is slightly bigger with more HP and range increased from 600 to
   700, but slightly slower and more expensive
   
 * Fixed GEAR hydrobot regeneration on water not working as intended



--- UI / Visual / Sounds
   
   
 * Added button to clear map drawings and modified the chat mode button for more
   clarity (they also get tooltips)
   
 * Fixed an issue with a low refresh rate when the mouse is over the players
   list that made the "on-pointer" tooltip look laggy
   
 * Assigned faction is shown on the commander's name and on a text line when the
   game starts
   
 * No longer show messages when changing between different player views when
   spectating
   
 * Show a message when a player resigns and changes to spectator



For further information about Metal Factions, visit its Official Website,
Forums, and Discord Channel. Metal Factions is downloadable at This Address. And
that's all for now! Have fun and enjoy Metal Factions!



Posted by Banshee
View News Source
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