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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 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 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 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 Game Executable Hacking Get C&C Executable Modifier Documents Scientific Articles TS SHP Dimensions Cscheme Files For VXLSE HVA Builder FAQ Community News Tracker Select a topic: 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! PPG News Tracker Select a topic: All News SHPs Voxels 2D Art 3D Models Sounds -------------------------------------------------------------------------------- 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 Login Welcome guest. Username: Password: Auto Login I forgot my password Register Support Us Donate to keep PPG online! 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