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C&C: Reloaded v1.4.0 is now available!


OpenRA Playtest 20200418 has been released!

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A couple of days ago, the OpenRA developers have released a quick bug fix Playtest version. According to them, the Playtest 20200418 comes with the following features:


- Fixed a desync crash caused by Minelayers.

- Fixed several issues related to Service Depots.

- Fixed issues with lobby player colour and faction validation.

- Restored country display for anonymous players in server lobbies.

- Fixed several issues in the singleplayer campaign.


Head to the Official OpenRA Download Page to download it. And have fun!

C&C Reloaded is being patched a lot recently!

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C&C Reloaded is receiving a lot of patches recently from its developer, FS-21. This Red Alert 2 total conversion brings to the same battlefield the Tiberian Sun factions and the Red Alert 2 ones. And since the 1.4.0 release back on the first day of April, there have been releases of patches 1.4.1, 1.4.2, 1.4.3, 1.4.5, 1.4.6, 1.4.8 and, finally, 1.4.9. The list of changes is long and it deserves its own topic at Revora forums.

Some of the most noticeable changes in these versions are the addition of a new game switches like Reveal Maps, Immune Bridges and Unlimited Tiberium, which makes Tiberium spawns quickly, new game modes such as Nuke War and Meat Grinder, the ability to test factions with the Multiplayer Training Mode where there are no enemies, improve Tiberian Sun terrain graphics and countless bug fixes.


And here's a random screenshot of the mod taken from its Discord channel:




Head to their Official website to download the mod and have fun!

As someone said here, "Holy cow, an update to that mod!".

The Second Tiberium War 2.4 has been released!

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The Second Tiberium War - Version 2.4



Version 2.4 is here and comes packed with new menu graphics, loading screens, overhauled super weapons, weapon effects, multiplayer maps, a special operation mission, sidebar icons, and MANY others.

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New Superweapons





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New Menu Graphics



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Overhauled Technology Tree's



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New Maps and Revamped Old Ones



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Unit Effects and Visuals



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And MUCH more!



For a list of all changes:

General
- New Ion Cannon super weapon
- New Nuclear Missile super weapon
- New Tiberium Eruption super weapon
- New Menu and client graphics
- New Loading screens
- New Briefing windows
- New Battle Statistics screen
- Technology tree’s reworked and flow much better
- Lamp lights are off while setting time of day to Afternoon
- Lighting fixed for time of day options
- “Aesthetic Structures” now “Extended Roster” check box
- Added new Units and Structures to “Extended Roster”
- New “Ultimate Weapons” check box
- New “Lesser Weapons” check box
- Nod AI APC team now works properly
- GDI AI will construct base defense properly
- Infantry death quieter
- Aircraft now have specific explosion audio
- Campaign 12 Regenesis now has time limit of 2 hours, Nod now fires Nuclear Missile at you
- Crates now have new visuals and sound effects
- Barrels now deal damage to area around them and can chain reaction.
- Classic Tiberian Sun maps now available

Units
- Orca +10% damage overall
- Orca +25% damage vs structures
- Banshee +20% damage overall
- Banshee cost reduced to $1200 from $1300
- Phoenix +80% damage overall, now only one ammo charge
- Artillery -20% hit points while moving
- Artillery +20% hit points while deployed
- Mobile Sensor array -50% hit points, now only available in skirmish options
- Mobile EMP Platform removed, now available under extended roster option
- Badger Weapon change, properly upgrades to veteran
- C4 Icons added to Tactician
- C4 Icons added to Vega
- Tactician cost reduced to $875 from $1000
- APC -20% hit points
- 100% crew will escape from apc vehicles when destroyed
- Mutant Brute new icon, available under extended roster
- Enhanced cyborg new icon, available under extended roster
- Titan weapon effects improves
- Titan now have Armadillo unit voice
- Armadillo now have new unit voice
- Vega hit points reduced, has new weapon effects vs vehicles and infantry
- Stealth Tank +15% hit points, slightly less damage, slightly less speed
- New MCV icons
- Terror Flame Tank +5% hit points, new graphics and icon
- Dragoon +15% hit points
- Ankha renamed to Shukura, new icon
- Light Infantry now $100 reduced from $120
- All Veteran Rank 1 units increase speed, armor, and sight
- All Veteran Rank 2 units have hit point regeneration, weapon enhancement, and scatter (infantry only)
- Some units have special Veteran upgrades (you will have to find out yourself!)

Weapons
- Cannons +40% damage vs infantry
- Missiles +50% damage vs light armor
- Bullet fire -50% damage vs light armor, -50% damage vs structures
- EM effect visual no longer stacks indefinitely
- EM effect improved
- Laser effect Improved
- Missiles now have grey smoke, Veteran missiles have red smoke
- Veteran snipers shots now have bullet trails
- Dragoon and Stealth Tank missile effects changes

Structures
- Construction Yard -10% hit points, now Concrete armor
- Temple of Nod now Concrete armor
- Ion Research Center now Concrete armor
- Technology Center removed for both factions, now available under extended roster option
- Signature Arrow +1 Radius, reduced energy cost
- Concrete wall +20% hit points
- Pyramid Obelisk -20% hit points, -20% damage, now fires at multiple targets
- Genesis Pyramid -10% hit points
- Rocket Tower now has antenna visual

New Maps
- Special Operation Mission - Night Hawk
- Lone Lagoon (2)
- Twilight (2)
- Avalanche (2)
- Oilfields (4)
- Stripline (4)
- Crater Conflict (6)

Reworked Maps
- Highway 42 (2)
- Scorched Oasis (2)
- Cold Valley (2)
- Atlantis (4)
- Beyond The Night (4)
- Past and Present (4)

DOWNLOAD:https://www.moddb.com/mods/the-second-tiberium-war/downloads/the-second-tiberium-war-24

If there are any bugs or issues concerning the game feel free to contact me with the issue and I will post an updated version to address any and all problems. The Second Tiberium War is built off of the Tiberian Sun Client.

Rise of the East 2.0.3 has been released!

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Our community member XxpeddyxX has been busy recently working and releasing playable versions of his mod, Rise of the East for Yuri's Revenge. This mod adds the East Asia faction to the battle, which is a mix of China and North Korea. It also improves the visuals, gameplay, balance and etc.






The version 2.0 of the mod, released some days ago comes with the following features:

Quote:
1. Soviets and Yuri are now playable
2. Major changes to existing Asia and Allied factions
3. Many new units and support powers
4. Huge audio and visual improvements
5. Complete Naval warfare capabilities for all factions
6. New and improved AI
7. New and unique unit abilities. As a starting point, only some units will have new/additional abilities
8. Units now get promoted from damage over time and residual damage effects such as firestorms
9. Updated CnCnet Client giving full multiplayer support



The version 2.0.3, released few days later, recodes the Artillery Barrage, adds Fortified Bunker for the East Asia and adds some other fixes. Here's a video showing the Artillery Barrage in action:






For more information and to interact with the auhor about this mod, check this topic at PPM forums. You can grab the latest version of Rise of the East at its ModDB profile. Have fun!

OpenRA Playtest 20200426 has been released!

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The OpenRA team has released another playtest recently. In order to help a small number of players who are experiencing problems with poor GPU drivers, playtest-20200426 restores the ability to use OpenGL 2.1.

OpenRA will continue to prefer OpenGL 3.2+ (or OpenGL ES 3.0+), but a new option in the settings menu allows you to switch back to the legacy rendering API if you experience glitches or performance issues.



A new “OpenGL Profile” setting allows legacy OpenGL 2.1 rendering to be used.

This playtest also includes a scripting fix for two RA campaign missions, but no other gameplay changes. They believe that all of the important issues have now been resolved, so plan a final release in the near future if no issues are reported with the updated graphics support.

So, give it a try and download it at OpenRA's official website. Have fun and provide some feedback, if possible.

Dawn of the Tiberium Age 1.183g has been released!

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The version 1.183g of Dawn of the Tiberium Age has been released a couple of days ago. And if you wanna play an improved Tiberian Dawn before the Remaster gets a release, a Tiberian Sun total conversion that includes, as a bonus, the Red Alert 1 factions as well, that's your chance. Compared to the previous version released on the last December, it should add a couple of maps and fixes a couple of things. Here's the changelog:

Quote:

Added: New Co-Op mission "Bunny Lockdown" (Credits: Rampastring, Tiberius).
Added: New multiplayer maps "Frozen Bay", "Frozen Advance" and "Desert Lakes" (Credits: AedisToru, Tiberius).
Added: Discord can now display Game Activity information from DTA (which map you're playing on, which lobby you're in on CnCNet, etc.) when Game Activity is enabled in Discord (Credits: Kerbiter).
Changed: Scrap metal is now more noticeable (Credits: Bittah Commander).
Changed: Extra resources were added to the "Rocky Ridge" multiplayer map to give viable alternatives to rushing the middle and the towns were slightly expanded (Credits: Tiberius).
Changed: On the "Glimmering Bluffs" multiplayer map some overlay and resource placements have been improved and the starting positions have been adjusted to improve balance in PvP as well as preventing the AI from getting stuck (Credits: Tiberius).
Fixed: Allied and Soviet tanks did twice as much damage against infantry in enhanced mode as they were meant to.
Fixed: Circle of Death's terrain objects and overlay were shifted up by several cells.
Fixed: Destroying a civilian building in the south-east corner of the "Rocky Ridge" multiplayer map could cause the game to crash (Credits: Tiberius).
Fixed: On the "Idyllic Lake" multiplayer map there were 2 spots where harvesters could get stuck after harvesting ore.






Download the latest Dawn of the Tiberium Age version by visiting their download section at ModDB. Share your feedback at their forums at PPM and have fun!

OpenRA Release 20200503

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We are pleased to finally announce OpenRA Release 20200503, which brings the public release up to date with development changes from September 2019 through to March 2020. Two months of public playtesting have allowed us to polish these changes into the release today.

The new release adds some long-awaited UI improvements, core engine upgrades, and a few balance changes for the multiplayer community.

Once again, FiveAces has put together a patch spotlight video that explains many of these changes:





If you don’t like videos, the main changes have been outlined in previous news posts [one, two, three, four], and, as always, in the full changelog. A new Mod SDK release is also available, and the Resource Center now accepts maps designed for the new release.

Grab the installer now for your operating system from OpenRA's download page and let us know what you think in the comments below, on our forum, Discord, or GitHub. We hope you’ll enjoy this newest installment of OpenRA! Have fun!

C&C: Red Aleert History Release 8 is here!

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Release 8finally sees both the Allies and Soviets free of Tiberium War influence! At last you will have no choice but to utilise the history of the Red Alert series to your advantage!
The new additions? It is fair to say the bias is heavily towards the Allies (although the Allies did have the most GDI structures which makes this understandable), however the economic structure that Soviets have gained make late game domination simple!
The Allies? Finally they have an air transport, that is said to contain a secret upgrade program! and the conversion of the Armoured Car into the legendary IFV, greatly diversifies the Allies tactical options!







https://www.moddb.com/mods/cc-red-alert-history/downloads/cc-red-alert-history-release-8

The C&C Remasters will be... open source! Fully moddable!

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The EA's producer Jim Vessella has posted an update on reddit about the upcoming Command & Conquer Remastered Collection, which is too good to be the truth. And it is true indeed. You will be able to edit almost everything in the game logic, add units and do things you can't imagine with the game. I'll let his words describe the details, but what I can assure you is that I will really buy this game:


Quote:
Fellow Command & Conquer fans,

Since the announcement of the Remastered Collection, one of the top questions from the community has been if the game would provide Mod Support. Given the incredible C&C community projects over the past two decades, we appreciated how important this was going to be for the Remastered Collection. It’s time to finally answer the question around Mod Support, but it first requires the reveal of a special surprise for the community.

Today we are proud to announce that alongside the launch of the Remastered Collection, Electronic Arts will be releasing the TiberianDawn.dll and RedAlert.dll and their corresponding source code under the GPL version 3.0 license. This is a key moment for Electronic Arts, the C&C community, and the gaming industry, as we believe this will be one of the first major RTS franchises to open source their source code under the GPL. It’s worth noting this initiative is the direct result of a collaboration between some of the community council members and our teams at EA. After discussing with the council members, we made the decision to go with the GPL license to ensure compatibility with projects like CnCNet and Open RA. Our goal was to deliver the source code in a way that would be truly beneficial for the community, and we hope this will enable amazing community projects for years to come.

So, what does it mean for Mod Support within the Remastered Collection? Along with the inclusion of a new Map Editor, these open-source DLLs should assist users to design maps, create custom units, replace art, alter gameplay logic, and edit data. The community council has already been playing with the source code and are posting some fun experiments in our Discord channel. But to showcase a tangible example of what you can do with the software, Petroglyph has actually created a new modded unit to play with. So we asked a fun question - “What would the Brotherhood of Nod do if they captured the Mammoth Tank?” Well, one guess is they’d replace the turret with a giant artillery cannon and have it fire tactical nukes! Thus the Nuke Tank was born. This is a unit that is fully playable in the game via a mod (seen in the screenshot above), and we hope to have it ready to play and serve as a learning example when the game launches.

Alongside Mod Support, I wanted to be transparent and address a feature which many of you have also been passionate about, which is LAN Play. Earlier this year, we had every intention of including LAN Play in the launch version of the game, but sadly this feature did not make it in time. Unfortunately, LAN Play became the key impact of the Covid-19 situation as we realized the challenge of developing / testing a “local area network” feature in a workplace time of social distancing. We understand this feature is vital as both an avenue to play mods in multiplayer, and also to serve as a backup in case the online systems are ever down. We’re bummed this one got away and will continue to keep this on our priority list going forward.

Now in terms of discovering user content, we wanted to take full advantage of the PC platforms to streamline this process. For Steam players, we’re utilizing the Steam Workshop for sharing both maps and mods. Players can subscribe to maps and mods directly in the game’s Community Hub within Steam, or utilize in-game menus to browse / download content as well. Origin players can use the same in-game process for downloading maps but will need to manually install mods into their respective folders outside the game. For both versions, once you’re in the game, you may navigate to the Options / Mods tab where you can then activate the mod. We’re aiming to put together further documentation on uploading content and the entire UGC process around the launch window.

Overall, we are incredibly excited to see what the community creates over the coming months. We anticipate some fantastic content for the Remastered Collection itself, some great updates in current community projects as they incorporate the source code, and perhaps we’ll even see some new RTS projects now made possible with the source code under the GPL. One final note we want to emphasize - we’ve done our best to bug fix and prepare these UGC systems for launch, but we have no doubt that once thousands of you begin creating and sharing content, some quirks will be discovered. Please continue to share your experience once the game launches, and let us know how we can continue to improve these tools for your benefit.

We look forward to seeing all of you on the battlefield in less than three weeks, and in the meantime please stay healthy, safe, and thanks for all your support and feedback.

Cheers,

Jim Vessella

Jimtern



It is really fantastic to see EA taking the initiative to open the source code of TiberianDawn.dll and RedAlert.dll. Our possibilities with it are limitless and I am sure that this Remastered Collection will continue to sell for eons with such initiative.

I should mention also that it is a pity that LAN parties will not be featured when the game releases, but as he said above, there is still a chance that it gets done at some point, especially when the COVID-19 pandemic social isolation cools down on their area.

C&C Remastered Collection Modding FAQ

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Today, an official modding FAQ for C&C Remastered Collection has been published at the official site. Considering EA's long time history of deleting official site content after some time, we will be replicating its contents below:

Quote:
Command & Conquer™ Remastered Collection Modding FAQ
Your modding questions answered.


Want to take your game even farther? Find out what you need to know about creating and using mods when The Command & Conquer Remastered Collection launches June 5, 2020, on Origin and Steam.

EA does not pre-screen, endorse, or specifically support any C&C mod. Please use mods with caution and understand there may be a risk. EA reserves the right to address any inappropriate use of our C&C content.


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


Will modders be able to access the source code?

Yes. Electronic Arts will release TiberianDawn.dll and RedAlert.dll and their corresponding source code under the GPL v3.0 license.



How do I use mods on Origin?

If you’ll be playing the Command & Conquer Remastered Collection via Origin you’ll need to save your mods to the associated game’s Mod folder. We’ll aim to provide more specific details on these folders prior to launch. Once you’re in the game, navigate to the Options / Mods screen, where you can then activate the mods.



How do I use mods on Steam?

If you’ll be playing the Command & Conquer Remastered Collection via Steam, you can subscribe to mods directly from the Steam Workshop by visiting the Remastered Collection’s Community Hub within Steam, or tapping on the Steam Workshop button from the in-game Options / Mods screen. Alternatively, you can save mods directly to the associated game’s Mod folder. We’ll aim to provide more specific details on these folders prior to launch. Once you’re in the game navigate to the Options / Mods screen, where you can then activate the mods.



What game elements can be modded?

Maps, custom units, replacing art, gameplay logic, and data can be modified.



What game modes will support mods?

Mods will only work in single player Skirmish and single player Custom Missions.



Will existing mods work with the Remastered Collection?

Each mod is built differently, but it’s likely that existing mods will need to be adjusted by their creators to work with the changes made in the Remastered Collection. It’s possible some mods may need to be rebuilt entirely in order to work.


Will there be a charge for using mods?

No, as long as the mod’s creator allows them to be downloaded for free.

A 64 bits version of OS BIG Editor has been released!

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Command & Conquer: Remastered Collection will be released on June 5th, which is in less than two weeks from now, and with the recent announcement modding support (with a GPL TiberianDawn.dll and RedAlert.dll) raising the green light for modders, we need to get our tools ready to rock and roll.

The Remastered Collection will use the GlyphX engine from Petroglyph Studios, which uses .meg files to store game files, textures, models, and much more. These .meg files suffered few changes since its first presence in a public game (Star Wars: Empire at War). There is a high probability that recent editions of OS .BIG Editor and other .meg editors/browsers are compatible with the upcoming game.

However, they are all win32 files, which restricts RAM usage up to 3gb and, therefore, it also restricts the size of the files that you can generate with into something far lower than 3gb, due to certain resources required to write these files. Some people can generate up to 500mb or 800mb files. I don't know for sure. And the upcoming game will require at least 32 GB of your disc due to the massive amount of videos that it will have. So, for this reason, we need a win64 tool.

The good news is that a 64 bits version of OS .BIG Editor is now available for download. The only problem is that, right now, it is not honoring the term "Open Source". I will disclose the source code soon, but not in the SVN yet. I still want to convert this program to Lazarus/FreePascal before bringing 64 editions of the program to the SVN, but issues with the Drag and Drop component is preventing me from doing so.

Anyway, we need help to test this program. Hopefully, it should allow us to generate up to 4gb sized meg files or at least each file inside a meg file must not be bigger than 4gb and the header of the meg file must not be bigger than 4gb as well, which limits the amount of files that you can insert into it. I am not completely sure about its limits. So, any sort of testing from those interested to play with it will be welcomed. Provide your feedback in a reply to this topic, in order to allow us to have reliable modding tools. And have fun!

Dawn of Tiberium Age 1.19 has been released!

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Hello everyone!Dawn of the Tiberium Age has received a massive update today with version 1.19. It brings huge gameplay changes including factions being reworked, a myriad of new units, and existing ones being overhauled as well, new assets, multi-player and single player maps, and much more.

The huge list of details is explained at their ModDB profile








Head to their download page to grab the latest version! While it brings  Tiberian Dawn and Red Alert 1 factions likewise the upcoming Remasters, it comes with a different perspective, balance and gameplay experience. Give it a try and enjoy it!

C&C Remastered Collection workshop already has content.

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The upcoming Command & Conquer: Remastered Collection will be released for the public on June 5th, however, members of the famous Community Council have been playing and testing it for a long time already. And recently, they have started posting content on the Steam Workshop section for this game, as you can see in the pictures below (if you excuse my Brazilian Steam).






As you can see, most people (Tore, Neogrant, and few others) posted maps, except for CCHyper who posted mods that rename units and change the main menu user interface and pchote (aka Sleipnir) who posted his own DLL file that enables OpenRA/RA2-style wall placement. And honestly, the mods from Hyper and pchote are the ones that interest me the most, because they will be better samples of how to properly customize the game when Steam starts to allow us to download them. At the moment, we can only subscribe to eventually download them when the horde gets access to it.

And keep your heads up for PPM and remember that our tool OS .BIG Editor will allow you to browse and generate the .meg files that you will need to handle to create mods like the ones from CCHyper. We will have more updates for OS .BIG Editor in the next days to make your modding experience more confortable.

W3D Tools & 3DS Max 2017 Exporter 1.6.0 has been released!

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Today we have good news for those who are interested in modding Renegade, Generals, Zero Hour, Lord of the Rings: Battle for Middle Earth 1 and 2. The crew over W3D Hub released a new version of their W3D Tools and 3Ds Max 2017 exporter. The version 1.6.0 fixes several bugs from previous versions, becoming a more reliable tool. Here's the changelog:


Quote:
1.6.0

Fix crash caused by some objects brought up from Max 8.
Objects without mesh data (e.g.lights, dummies) no longer crash the exporter when they have "Export Geometry" checked.
Exporting instanced meshes can now only export one mesh into the .w3d file instead of redundant copies.
Requires "Export Transform (Bone)" to be checked on all instances!
Requires "Eliminate duplicate reference meshes" to be checked in the export dialog.
W3D export properties are now properly propagated between instances of the same mesh
Fixed bug where cloning multiple nodes using Shift+Drag would jumble W3D export properties.
Its now possible to edit the MaxScreenSize field via an edit box on the "W3D Tools" rollout.
New default value is 1.0 for the new scripts 5.0 percent screen size LOD implementation.
Remove "Student Version" message from max files.
(The added "Export New AABTree" checkbox in the exporter does nothing as of yet.)



Download it at its own section on W3D Hub Forums.


It is worth mentioning that 3Ds Max 2017 is not free, nor a cheap tool. For those wondering if there is something similar for Blender, there is a W3D Plugin from OpenSage team. Its latest version is 0.4.6 that was updated about 5 weeks ago. Here's their changelog as well:


Quote:
apply modifiers to meshes on export
handle export of 'multi-user' meshes
default material type is now 'VERTEX_MATERIAL'
Bugfix: handle free vertices correctly
Bugfix: handle already applied file extensions by user
Bugfix: check for referenced armature case insensitive



Head to their GitHub to download the latest version and their source code. And happy modding!

C&C Remastered DLLs source code is available on GitHub!

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Hello everyone! One vision, one purpose! Some of our best agents managed to persuade Electronic Arts to share the source code of the C&C Remastered Collection game rules for Tiberian Dawn and Red Alert 1, which is the DLL files that they've promised to share.

The result has been shared at an ElectronicArts account on GitHub. It looks like you will need a C++ compiler compatible with the one that comes with Visual Studio 2017 (Toolkit 15.0) in order to compile the projects included there.

We will create modding forums for C&C: Remastered Collection here, in PPM, today, so we can properly discuss this code and everything on it. Stay tuned!

For now, what we can say is...



Origin owners may already play with CnC TDRA Map Editor!

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C&C: Remastered Collection will be released in June 5th and preloading for the game on both Steam and Origin stores were activated yesterday. While Steam users like me get a bunch of .csd and .csm files on depotcache directory, Origin users were able to access the .meg files that comes with the game and even the map editor, as the user FrostByteGER posted on reddit:




Exploring that same topic, Wilwheatonfan87 has posted the file structure of the game:




It is also worth nothing that the musics from MUSIC.MEG are in wav format, so it should be easy to manipulate and it is in a high quality, as expected.

If you have bought the game in Origin, please, share with us more information about the game, especially anything about this models.meg and all these textures and sfx2d meg files there. We wanna know how the graphics are stored for this game.

C&C Remastered Collection Modding Forums on PPM!

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Hello everyone! We have recently opened the C&C: Remastered Collection Editing Forums at PPM.

For now, we have a place where you can improve your modding skills and get some help at the Editing Forums.

For those who wanna mess up with the game mechanics and code the DLL files run by the game, we recommend you to pay a visit at the DLL Editing Forum. Be aware that the source code for these DLLs was released recently by EA and we have a quick guide showing how to download it and compile it in a Visual Studio Community (which is free of charge if you are not a business).

If you already have Origin version and you have preloaded your map, you can already share your knowledge on how to map and help troubled users at the Mapping Discussion.

At the Tutorials Uplink you can share (or check) modding, map and coding tutorials.

And finally, the Mods and Maps Archives is where you can post your mods or wait your posted mod on the Steam Workshop to be fetched by our bot in less than 24 hours. You can post your opinions about the mods that get posted by the community. And the best of all, if people share their feedback there, we will be able to filter interesting material using our hashtags and our news system.

So, pay a visit, participate, and let's get a functional modding community. Welcome to Project Perfect Mod and its forums!

https://www.ppmsite.com
https:///ppmforums.com

Tutorial on how to make a Unit in Tiberian Dawn Remastered!

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Hello everyone!C&C: Remastered Collection will be released on June 5th and will be almost fully moddable. And we are quite excited about that, especially with the release of the source code of both TiberianDawn.dll and RedAlert.dll.

With that in mind, I've obviously taken the time to compile and analyze part of the code. And considering what I've seen, it was actually very easy to compile a tutorial on how to make a nuke tank without even seeing it in action or being able to play the game at all. Petroglyph has tested it exhaustively (or at least tested it) and they've documented the whole thing so well that we have been able to catch the whole step by step behind it.

So, we produly present our first tutorial:



->Step by step on how to create Petroglyph's Nuke Tank {TD} **


For those wondering, yea, you will need Visual Studio and some C++ knowledge, but if you get used to it, it won'tb be much different from editing what you saw on INI files, except for few pointers that shows up once in a while.

Happy modding!

C&C1 Dawn of Tomorrow megamod released

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Hey there PPM!

Last weekend I released my megamod for C&C Tiberian Dawn. It's called C&C Dawn of Tomorrow, and has been 10 years in the making! This single-player adventure includes 6 playable factions, 2 new campaigns with fully voiced and animated cutscenes, and 30 diverse and challenging missions to complete.

With C&C Remastered just around the corner, I thought now was the perfect time to release my mod for the classic version of the game so you had something to tide you over until remaster unlocks very soon. Check out the trailer below!




You can learn more and download the mod from my website, kilkakon.com/c&c

The following download mirrors are also available:
- EXE: https://www.dropbox.com/s/jc6iti71tuivoax/c%26cdotsetup.exe?dl=0
- Zip: https://www.dropbox.com/s/znvdb4g47v16zrb/c%26cdot.zip?dl=0
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