One vision, one purpose! Zorbung, the leader of Yvory, has recently released Yvory 220310. For those who are not aware, Yvory is a voxel editor for Tiberian Sun, Red Alert 2, and OpenRA editor. It edits VXL, HVA, VPL, and PAL files. It imports and exports Wavefront OBJ. It allows texture painting. It includes an asset manager for easy file management. It also features voxel paint & build, resize canvas & content, many rendering options, lighting setup, selection tool with scaling & rotation, a color limiter to restrict operations on specified colors only, and more...  Here are the official words about Yvory 220310:

Quote:


RA2YR Enhanced will soon be turning 2 years old! In case you're not familiar with it, RA2YR Enhanced is a high quality vanilla+ mod for Yuri's Revenge, aiming to enhance the original game experience without straying too far. Most important files have been brushed and cleaned up, and along with carefully set up community add-ons like Ares and Phobos, the game is now more stable than ever and able to play at the level of a weak human player, for endless offline fun!

But right before a new version update, I'm proud to release Yvory, a very powerful modding tool that can help modders make game assets for their own mods in a matter of minutes! For what is worth, Yvory is an acronym for Yuri's Voxel Factory.

This was initially intended for private use, but I've decided to make it available for everyone's benefit. Yvory is the only professional-level modding tool available for Red Alert 2 and Yuri's Revenge at this moment, so if you have any interest in modding the game then this is a must-have. With more than 50 features, including the ability to import and export models as Wavefront obj files from other 3D rendering software, modding the game is no longer a tedious task, in fact it has never been more fun!




Yvory - Mod DB






You can also use Yvory to show off your finished work by taking screenshots and animated GIFs which can be easily posted anywhere.









If you're a voxel artist and make a time-lapse or something interesting using this tool, please let me know so I can feature you in my future articles.

Get Yvory from the link bellow, and please read the requirements in the file's description.



Download Yvory - Mod DB






Keep in touch with the latest updates, new tools and more by following RA2YR Enhanced:



If you are curious about Yvory, visit Yvory Topic at PPM Forums to obtain further information about it. You can grab the latest version of Yvory by clicking Here. Feel free to share your feedback and ideas about it, as well as report all the bugs that you find out Here or by replying to this news post. And that's all regarding Yvory for now. Stay tuned at PPM for more news about Yvory!

Hyrule Conquest: Home On the Range
Mar 06, 2022 - 07:53
Howdy! The team from Hyrule Conquest has recently shared their recent progress on their project. Hyrule Conquest is a real-time strategy game created with the PyroGenesis engine is inspired by The Legend of Zelda franchise. Here is what was posted about it:

Quote:

Home On the Range



In the last article, we took a look at Ruin Factions and how they capture and convert the Ruins on a map into their bases. Today we'll take a look at the third group of factions in the game, simply named Nomadic Factions. With this very self-explanatory label, it should not be hard to figure out how these types of factions operate. In fact, the game's current Moblin faction will barely change from how they currently play in the transition between versions. If for some reason you have not played as the Moblins in the current or past versions, here's a basic rundown of how they work.

All Moblin buildings can pack themselves up, and unpack at any location within their territory. In order to generate territory, Moblins create Totems. This basic premise will remain in the next version of Hyrule Conquest, but with some small changes.









First off, Nodes are used to create Moblin Totems. This naturally means that Nodes are still of critical importance to Moblins and other Nomadic factions. In addition to this, while Moblin buildings can deploy anywhere in their territory, unpacking them within the radius of a Totem provides their buildings with increased production speed and defensive bonuses when enemies siege a base. This will naturally be an incentive to create a base around your Totems, even though you might be tempted to unpack your entire base on a cliffside to test out the Moblin skill of fighting gravity.







I guess that's one way to have a wall protecting your base.






While the Moblins are currently the only Nomadic faction in the game, there will be several more added in the future that all have their own quirks. With that being said and the new Node System being tested by Patrons at the moment, I feel that we'll have a new version ready for public release soon. Stay tuned for a new version in the next few weeks, where you'll finally get to try out the new Node bases in action. After that we'll have some news on the highly anticipated and long-awaited Minor Factions.







Very Soon...











You can learn more about Hyrule Conquest by visiting the ModDB Profile. And this is all we can offer for today regarding Hyrule Conquest!

Renegade X: Patch 5.61.245 is out!
Feb 19, 2022 - 03:45
Hello everyone! A new version of Renegade X has been released recently by Totem Arts. For those who are not aware, Renegade X is a free tactical shooter that aims to brings the Command & Conquer FPS experience to Unreal Engine. The official announcement about this release from Renegade X: Patch 5.61.245 came with the following words:

Quote:
"Welcome Back, Commander!"



Patch 5.61.245 mainly addresses some of the issues from previous patches. Over the past weeks, we've been replicating the so-called particle bug and we were successful in finding the cause of it. And now, we can officially announce that the particle bug has been pruned.



We're also including in this build a potential fix for the sound bug in hope that might be fixed as well. Check it out!


---------------------------------------
Changelog:
---------------------------------------


| Bug Fixes |

   Fixed the well-known issue with the particle effects a.k.a The Particle Bug
   EMP Grenades should no longer affect friendlies at all
   Bounty penalty should now work regardless of whether the player has a bounty rank or not
   Picking up the same weapon from crates more than once should now refill it instead of merely switching to it
   Fixed not being able to reload while sprinting
   Fixed the Add Map Rcon command
   You can no longer Q-spot yourself



| Quality of Life |

   Reverted not being able to reload your weapon when having a full clip
   Added a server prefix to the in-game Multiplayer server list
   Refined several selection options in the Skirmish menu



| Maps |

   Field X
       You can climb on the outer rock of the long path again
   Islands
       You can no longer get stuck between the wooden fences and the rocks at the base entrance
   Lakeside
       Added back into the default rotation (was missing after removal of its Winter variant)
   Reservoir
       Fixed a rock not loading in
   Toxicity
       Minor changes
       Increased the mine limit to 26





You can check more information about Renegade X by visiting the Official Website. Download Renegade X Here. Use the auto-updater to get the latest patch. That's all folks! Stay tuned at PPM for more news coverage on Renegade X!

Notepad++ v8.2.1 release
Feb 01, 2022 - 06:30
Notepad++ has been recently received some bug fixes with the release of Notepad++ v8.2.1. For those who are not familiar with it, 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.

Here are the goodies that comes with Notepad++ v8.2.1:

Quote:
2022-01-24
A regression of “loaded session being empty on exit” has been fixed. Find/Replace swap button is added in this release. An option for inserting auto-completion selection (with TAB or ENTER key) is also added in this version, to fix hitting twice ENTER to go to next line issue. More bug-fixes and enhancement are done in this release, please check the following link for the detail information or download 8.2.1:



For further information about Notepad++, visit the Official Website. Notepad++ is downloadable at This Address. And that's all regarding Notepad++ for now. Stay tuned at PPM for more news about Notepad++!

Reinforcements have arrived from Romanov's Vengeance as Romanov's Vengeance Release-20220124 has been recently released by their team. For those who are not aware, Romanov's Vengeance is a game that uses the OpenRa engine to recreate the experience from Command & Conquer Red Alert 2: Yur's Revenge, with a better balance and new logic to make Allies, Soviets and Yuri become more competitive. Here are the changes and the fun stuff from Romanov''s Vengeance Release-20220124:

Quote:





Hello, everyone. We are here for another update of Romanov's Vengeance. With the last update (which we haven't posted a release article for), we introduced the upgrade system to the mod. We decided that the logic has room for some more upgrades, so 7 more upgrades were added. United Kingdom got its upgrade replaced as the old one was not good enough and Iraq got a new upgrade in favor of old one being available for all Soviets. Here's how the upgrades currently look like for 3 factions.




Old British Upgrade is still in the game, it is just not available, so i quickly shopped it out.

And, yes Psi-Corps has one more upgrade than others.






With the initial implementation of upgrades, we added visual indications to some units to show that they are upgraded. While still not inclusive of all upgrades, we added more of such indications for upgrades.




Harrier with both Air-to-Air Missiles and Predator Missiles.






Dreadnoughts with both Radioactive Warheads and Advanced Irradiators.

Nuclear Reactor again, changes color with Advanced Irradiators, even though only thing affected from that is its explosion when killed.






Gatling Weapons with Chainguns upgrade get bullet tracers.

Leech Disc with Disc Armor become gray, that's not a new one though.






RV's dog fights can be up to chance at times. To make the logic more microable we added a deploy ability for dogs that stuns nearby infantry including other dogs, similar to what Attack Dogs and Bears have in Red Alert 3. With a well timed stun, you can ensure that your dog comes out victorious in a fight.




Dogs stun enemy units within 3 cells when deployed.

It takes them 1 minute to recharge this ability, you can see the recharge from the bar above.






Of course as with every update, this update comes with numerous balance changes. Mostly to the upgrades. 4 new maps are also added in this update. You can find the full list of changes here.


You can download the new version from the following links:

Windows (x86|x64) - Linux - MacOS X (Compat)








You can check more information about Romanov's Vengeance by visiting their ModDB Profile. Download Romanov's Vengeance Release-20220124 Here. And that's all regarding Romanov's Vengeance for now. Stay tuned at PPM for more news about Romanov's Vengeance!

Notepad++ v8.2 has been released!
Jan 05, 2022 - 18:35
Hello everyone! Earlier in this month, the team from Notepad++ released Notepad++ v8.2. For those who are not familiar with it, 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. I, particularly, use it a lot, for most of my projects. Here is the official announcement from Notepad++'s staff about Notepad++ v8.2:

Quote:
2022-01-01
“Every moment is a fresh beginning” - especially for the 1st day of the year. Even there’s no huge change in this release (but a lot of good features and bug-fixes), this version still deserves the number 8.2 - Notepad++ has come out of its “critical regression state” which was due to the change of its IO routine.
Several long time requested features like “exclude folders in Find in Files” and “auto-save loaded session on exit” are implemented in this release.



You can find more information about Notepad++ by visiting their Official Website. Notepad++ is available for download Here. And that's all for now! Have fun and enjoy Notepad++!

Paint.net 4.3.7 is now available
Jan 04, 2022 - 22:10
Howdy! A new version of paint.net has been released recently by their crew. For those who are not acquainted with it, 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 changes and the fun stuff from paint.net 4.3.7:

Changes for 4.3.7:

This is a hotfix for a myriad of major issues when "Translucent windows" is disabled. This was caused by a bug introduced in .NET 6.0.1.


Changes for 4.3.6:

This is a hotfix for a crash in the box filter rendering kernel, which is used to generate mipmaps for the canvas when zoomed out.


Changes for 4.3.5:



NOTE for Windows 7, Windows 8.1, and 32-bit/x86 users: Paint.NET v4.3.x will be the last release(s) that work on Windows 7, Windows 8.1, or on any 32-bit/x86 version of Windows. According to the author, it has become significantly more difficult and time-consuming to support these lately, not very many people are using them, and he can no longer justify the cost and frustration of keeping support for these afloat. Starting with Paint.NET v4.4, only Windows 10 and 11+ will be supported, and only on 64-bit (x64 and ARM64). The author has already started working on v4.4 and will only release v4.3.x updates on an as-needed basis and only until v4.4 is completed.


For further information about paint.net, visit their Official Website. paint.net is available for download Here. The complete changelog for paint.net 4.3.7 is available Here. That's all folks! Stay tuned at PPG for more news coverage on paint.net!

Happy 2022, everyone! We hope all of you have a great year and that may your dreams come true, including your modding or game development dreams.

Until 2020, we had a tradtion of Happy New Year posts where we would summarize the releases of the year and post our plans for the future. I wanted to do that last year as well, however, real-life problems prevented me from doing it. It wasn't covid-19. In fact, 2021 was a tough year for me because of my Ph. D. I'm not done with it, my situation with it is not comfortable either, but at least right now I'm no longer a zombie, walking-dead creature after I've reached some important milestones on it. So, it is time to return to the Happy New Year tradition with some modifications to make this news post easier for me to write. I'll focus on the PPM community and software rather than summarize what our community has done during the year because that summary takes several hours to be written.


Until last October, PPM consisted of a a site, Forums, SVN and hosted sites (and Tiberium Web). Now, we introduced the subsites and Project Perfect Game (also called from now on as PPG). This is why I am referring to PPM Community rather than just Project Perfect Mod because PPG is part of the PPM Community. I am very surprised how our PPM Community has evolved so much during this year, despite all odds. Starting with the server move and all the effects that it had on this community, such as a much faster response time, however, some headaches due to bad configurations too. We have been mentioning Project Perfect Game in our Happy New Year plans since 2019 at least, although our plans to launch are probably over 5 years old. We simply did not have the prerequisites in our backend until then. This year we have launched it, although it is in its infant stages and we still have a lot of work to improve it.

For those wondering, our plan with PPG is to make it focus on making games out of community game engines and commercial game engines that can be used free of charge (if you plan to create non-commercial games with it), like Unreal Engine. So, we wanna focus on the usage of existing game engines rather than cover the creation of new ones. After all, it is part of PPM's spirit, although we would love to see the community creating new cool game engines like OpenRA. PPG should not be limited to real-time strategy games, although our public is mostly RTS fans at the moment.

Another breakthrough change that happened here this month and I did not officially announce it in the news is something that we have placed in every Happy New Year news post since... 2014. It is mentioned in " Improve news coverage from other games and communities". That is something that it has received a lot of work during the year. At the beginning of the year, we have finished our implementation of the ability to export news based on the use of keywords. So, we could have RSS feeds of news from #TiberianSun or from a group of keywords that could allow, for instance, news restricted to Command & Conquer mods (from different C&C games). In October, when we launched PPG and other subsites, one of the prerequisites that were implemented was the ability to transform news feeds into site news. It works fine, but we still have some matters to fix, such as how does it deal with quotes and codes. After doing all that we still had one big problem which was.... posting news demands a lot of effort and time. And it is a problem that is not restricted to me. We have a Submit News forum here where we rarely get news submissions because most people do not have the patience to write a wall of text or convert their images and links into a news post. It would be much easier if the efforts required to post news could be shortened to posting a link and letting people discuss it. So, we have extended our feed importing infrastructure recently and created a news creation tool. Let me get something straight here: I am not a bot. The tool helps me to post news much faster now, although I still have to revise and adapt the text. However, I'm taking 5 minutes to post something that I did in 2 hours. This is why you guys are seeing much more news posted recently and improved news coverage at the PPM community. However, this tool doesn't work for every single type of news post. I.e.: this specific news post is taking several hours to be written and the tool is being useless right now.


The PPM community relies on user-created content to keep fresh, alive and kicking. The massive creation of news allows me to contribute to it, but this is not enough. We need your posts, your created assets, your mods, feedback, doubts, etc. So, it is time to share our plans for the PPM Community for the next year and beyond, as we always do in our traditional Happy New Year posts:


-> Context-based post content: We plan to add, in a low term, 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 a dire need of this feature. I'm still trying to figure out the best way to do that without compromising our RSS feeds.

-> Create more content for Project Perfect Game: PPG needs to cover more game engines and to have more content about them. Right now, we only have a subset of the content of PPM on it, but the idea is that it will eventually grow to 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.

-> 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 and it 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 fix 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 to reduce 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, and etc...

-> Add multiple participants for Private Messages, transform it into a conversation and a 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 a Report this Post to Banshee. We also need a better mechanism to warn when a PM receives a response.

-> 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. Or, if we had means to track the videos that were created by streamers who play the mods we develop here. And there is more room for different kinds of news that could still be interesting for mod/game development.

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

-> 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 at 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 would promote it in our index. Otherwise, it would be ok. Of course that 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.

-> 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.

-> 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 it is done with CAD modelers.



And, that's all for now, gentlemen. I hope you have a great 2022.