Hello, ladies and gentlemen!

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

So, as a summary:

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


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

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

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

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

And here's Hyper's post:

CCHyper wrote:
Hello C&C Community!

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

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

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

# 1 Empowering the future of the community

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

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

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

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

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

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

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

# 2 Steam Workshop Support

But now, onto our second announcement.

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

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

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

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

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

https://github.com/electronicarts/CnC_Modding_Support

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

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

Luke “CCHyper” Feenan



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

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





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


2024 for the PPM Community:


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

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


Future Plans for PPM Community:

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


Content:

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

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

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

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


Forums:

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

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

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

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

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


PPM and Subsites:

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


Modding Tools:

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

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

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

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

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


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

Hello, Comrade Generals! Yesterday I have posted a news about The End of Days 0.98.6 Patch 4, right? Guess what? Reinforcements have arrived from The End of Days as The End Of Days 0.98.6 Patch 5 has been recently posted by their staff. For your information, The End of Days is a mod for Command & Conquer: Generals Zero Hour. It adds Russia and the European Defense Alliance as new playable factions and improves the original three with new units, structures, and special powers! It strives to bring an authentic real-war feeling, with a few fictional additions for more fun and diverse gameplay & tactics! It also replaces Heroes with elite infantry, and Superweapons are mostly presented as mobile ICBM Launchers like Russia's Topol-M or China's DF-41. It also innovates with purchasable subfactions at your tech center instead of the original choice of "Generals" before battle, which allows you to change your strategy mid-game to counter your opponents! Each of the 4 factions has 3 completely different subfactions to choose from. Here are the updates from The End Of Days 0.98.6 Patch 5:

Quote:
- Fixed THAAD not firing.
- Improved Heavy Sam continuing firing after being destroyed - it needs more testing.
- Improved Helicopter dead logic. Thanks to that, Heavy Sam will immediately reengage new targets after the first missile hits the target, unlike before hit by multiple missiles while falling down.
- Fixed TOR-M1 AA system auto-targeting idle
- USA Spy Drone GP is now controllable, but flying speed is reduced by 15%


For further information about The End of Days, visit the ModDB Profile, Discord Channel, and YouTube Video Channel. You can grab the latest version of The End of Days by clicking Here. And that's all regarding The End of Days for now. Stay tuned at PPM for more news about The End of Days!

Hello, ladies and gentlemen! Happy New Year! I guess I took a very long sabbatical period from our news posting task, but I am back. And let's start the year with news from.... the last year.

There is a new version of The End of Days released under the name The End Of Days 0.98.6 Patch 4. For those unaware of what is being written here, The End of Days is a mod for Command & Conquer: Generals Zero Hour. It adds Russia and the European Defense Alliance as new playable factions and improves the original three with new units, structures, and special powers! It strives to bring an authentic real-war feeling, with a few fictional additions for more fun and diverse gameplay & tactics! It also replaces Heroes with elite infantry, and Superweapons are mostly presented as mobile ICBM Launchers like Russia's Topol-M or China's DF-41. It also innovates with purchasable subfactions at your tech center instead of the original choice of "Generals" before battle, which allows you to change your strategy mid-game to counter your opponents! Each of the 4 factions has 3 completely different subfactions to choose from. Here are the changes and the fun stuff from The End Of Days 0.98.6 Patch 4:

Quote:
============================= CHANGE LOG =============================
- Seals can now plant a total of 10 bombs (2 before). The time between the planting of the bombs is increased from 0 seconds to 10 seconds reload for balance purposes
- All upgrades that were using build unit logic are now reworked, and the structure will hide the unit from the command bar once built and will delete this object from the game for better performance
- Helipad no longer spawns infantry after being destroyed
- Construction dozer armor greatly improved against Jet missiles. 2 T0 Jets will be needed to kill it. Dozers HP increased by 10%
- All Command Centers build time reduced from 50 sec to 30 sec
- All Command Centers HP increased from 5000 to 6000
- Units code optimization for better stability
- All ground vehicle's speed was lowered and balanced. Overall, 15-20% slower vehicles are still ~10% faster than ZH vehicle speed.
- Slight reduction of GLA infantry movement speed
- Abrams and Griffin tank machine gun damage was reduced by 22%. AOE of the bullet reduced by 50%, Rate of fire slowed by 33%
- Phoenix tank machine gun damage increased by 10%, but Rate of fire slowed by 220%
- Phoenix movement speed reduced by 15%
- Many small code improvements and fixes in order to improve game stability and reduce mismatch chances
- Fixed Chinese SAM upgrade for some sub-factions
- Another code improvement. Some problematic codes were found, and others were optimized.
- Invisible objects used by radars and heavy SAM were found unneeded and removed
- AI improvements for better army composition.
- Easy AI starting money reduced from 10k to 5K, and Medium AI money from 10K to 7.5K to make it slower and easier
- Fixed neutron mines that were not showing after the upgrade
- Scud Launcher can be built right after Palace
- The ECM tower now jams missiles constantly and no longer requires active ability. The downside is the frequency is increased from 333ms to 900ms
- Z9 Harbin ECM emitter frequency increased from 333ms to 900ms. Module upgrade increased from 600 to 900
- Z9 Harbin EMP bomb upgrade cost reduced from 900 to 600
- Toxin Tractor build time increased by 1.5 sec
- F-16 Cluster Munitions upgrade cost reduced from 3000 to 2000 and build time from 45 to 30 sec
- Rebel firing range increased by 4 %, Damage increased by 17%
- Red Guard Damage increased by 17%, HP reduced by 10%
- Tunnel Network Cost reduced from 900 to 800, build time reduced by 10%, HP increased from 630 to 700
- Remade AI: Our AI developer DayV remade the AI, making it more human-like and a bit weaker so you won't have such a struggle as before. This is not the final version and it will take more time to make it better, so this is like an open test of it.
- LAN Mismatch reduction is successful - In the last few days, we have very stable team games, 2v2 and 3v3, showing that our 6-month efforts to fix the mismatch issue are in a very good direction.
We still don't know if the issues are all fixed, but in the last 7 team games, only one was mismatched when a player surrendered to his teammate, and soon after, this player quits. This is a known ZH issue, and we hope it was a ZH mismatch. So, PvP games are officially more stable with fewer mismatches.


For further information about The End of Days, visit the ModDB Profile, Discord Channel, and YouTube Video Channel. Download The End Of Days 0.98.6 Patch 4. That's all, folks! Stay tuned at PPM for more news coverage on The End of Days!

Paint.NET 5.1.1 is now available!
Dec 06, 2024 - 13:35
Hi everyone! Reinforcements have arrived from paint.net as Paint.NET 5.1.1 has been recently released by their crew. For your information, 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 updates from Paint.NET 5.1.1:

Quote:
This is a small update that contains fixes for some bugs that were discovered in 5.1, as well as a new Fill option in the Image -> Canvas Size dialog. It also has workarounds for some bugs in Sentinel One (antivirus) that were causing crashes in the installer and hangs during app startup.

Change Log

Changes since 5.1:

  • Added the ability to choose the fill color when expanding the image with Image->Canvas Size
  • Fixed the ability to paste images with transparency from Firefox
  • Fixed the ability to paste certain types of images with transparency from Microsoft Office applications
  • Changed Edit->Cut and Edit->Crop to Selection to completely zero out pixels outside of the selected area, which could otherwise be a privacy issue.
  • Fixed the inability to load an image with a bad ICC color profile. The color profile will now be ignored, and the image will be treated as if it had an sRGB color profile.
  • Fixed the title bar text being drawn in the active text color when the window is not active when using Light or Blue themes
  • Reverted the removal of the Settings checkbox that lets you disable over scroll
  • Fixed a crash in the Levels adjustment UI due to a rounding error
  • Fixed a race condition in resource loading that sometimes caused the zoom level in the status bar to display as “ScaleFactor.Percentage.Format”
  • Fixed some graphical corruption, hang, or crash issues caused by Nahimic A-Volute malware
  • Worked around a crash (“0xc000007b”) in the installer caused by Sentinel One antivirus.
  • Worked around a hang at app startup if Sentinel One antivirus.
  • Fixed many cases of screen blanking, rendering glitches, and crashes on systems with certain NVIDIA GeForce GPUs, and certain displays with support for overlays and/or VRR (FreeSync, GSYNC). This appears to be a bug in NVIDIA’s driver.
  • Fixed effects calling Dispose() on the IServiceProvider when they shouldn’t have been. This affected plugins like CodeLab and Plugin Browser.
  • Updated the bundled AVIF FileType to version 3.11.0.0 (thanks @null54!)


If you are curious about paint.net, visit the Official Website to obtain further information about it. Download the latest version of paint.net Here. And that's all regarding paint.net for now. Stay tuned at PPM for more news about paint.net!

Welcome back, commander! Welcome back! PPM SVN is back from the dead! All we need is patience, young Jedi, because things get fixed.... in this specific case, by the Dark Lord of the Sith, which was the username that Phil was known at the Revora Forums.

With the SVN, our programs such as OS SHP Builder, Voxel Section Editor III and OS .BIG Editor works again! And you can download the latest beta versions of these programs, which may include 3D model export support for Voxel Section Editor III to .ZIP files support for OS .BIG Editor.

Now we can resume our progress with our tools! Expect good things soon!



About PPM SVN's downtime!
Nov 02, 2024 - 15:47
Hello everyone! For those trying to download the latest beta versions of OS SHP Builder, Voxel Section Editor III, and OS .BIG Editor or using the auto-update/install from OS SHP Builder and Voxel Section Editor III, we have temporary bad news for you. PPM SVN will be down for some time until we figure out a fix for it.

Recent changes on the server admin software forced us to change some PHP settings in the server, and the changes prevented some critical code of any subversion software from being activated by PHP. I am looking for alternatives. If everything else fails, I will have to surrender to GitHub, but that would destroy the auto-update/install tool.

Sorry for any inconvenience this may cause. It is causing me a big headache already. I'll mirror the latest beta versions of these programs in PPM in the next hours.

Hi everyone! Reinforcements have arrived from paint.net as Paint.NET 5.0 Beta (build 9072) has been recently published by their crew. For those unaware of what is being written here, paint.net is a free and open-source image and photo editing software for Windows with quite a rich set of features. Here are the updates from Paint.NET 5.0 Beta (build 9072):

Quote:
This is a quick follow-up to the previous build, fixing a few more small bugs and improving performance.

Change Log

Changes since 5.1 beta (build 9070):

  • Fixed a few more cases where tool shortcuts and tooltips were not working after certain actions.
  • Fixed: PNGs are now correctly saved with the “Software” tEXt metadata indicating they were created with Paint.NET.
  • Improved performance in various parts of the rendering and effects engines: CPU usage has been reduced, which permits higher GPU utilization.



Changes since 5.1 beta (build 9066):

  • Fixed: Copy/Paste has been hardened against short-term intermittent errors and should no longer show spurious error dialogs (e.g. ERROR_ACCESS_DENIED) except in legitimate cases.
  • Fixed: Certain shortcut keys, especially for switching tools, will no longer stop functioning if a floating window (e.g., Tools) is hidden and then shown by clicking on the button at the top right of the main window.
  • Fixed: Tooltips in the Tools window will no longer stop functioning if a floating window (e.g., Tools) is hidden and then shown by clicking on the button at the top right of the main window.
  • Removed the “Scrolling past the edge of the image (over scroll)” checkbox from Settings. This was enabled by default, and now it is always enabled.
  • Fixed: The installer was occasionally showing an error about an InvalidGraphConfigurationException on some systems
  • Added a KnownColorSpace API for plugins so they can create IColorContexts and IDeviceColorContexts for the Display P3 and ProPhoto RGB color spaces



Changes since 5.1 beta (build 9064):

  • Fixed: @BoltBait‘s TextFunFactory plugin was not working on Windows 10 due to the lack of support for IDWriteFontFace6 (despite what Microsoft’s documentation states)


You can check more information about paint.net by visiting the Official Website. paint.net is available for download Here. And that's all for now! Have fun and enjoy paint.net!