Greetings, Comrade General! Dragon_King has announced a new version of Dragon AI Mod called Dragon AI Mod 1.4 and a spin off called Plus Version 1. Dragon AI Mod is a modification for Command & Conquer Red Alert 2: Yuri's Revenge that tries to enhance the gameplay by following the vision of Dragon_King. This mod is inspired by mods like Extra Hard, VSINI, Mental Omega, and ACBC10. Here are the updates from Dragon AI Mod 1.4:

Quote:
Vanilla Version








1.4 Update Release!

More minor adjustments for the vanilla side. The New Plus version is at the bottom!

-AI adjustment.
-Nerfed Tesla weapons damage against buildings.
-Flak Cannon damage buffed from 40 to 50.
-Minor AI improvement.

Suppose you want to add or don't like anything. Feel free to suggest in the comment. If your reason is sound, I will consider doing it.

Here is a sneak peek into the mod:




Version 1.1 Glowing Rad Cannon and More Garrison Infantry - Mod DB






A Naval Match:




Dragon AI Mod Version 1.3 | AI Naval Test #2 | Red - Mod DB






A Normal Match:




Dragon AI Mod Version 1.3 | British VS Iraq AI Fri - Mod DB






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




Plus Version








Ooo! What's this? Some more toys to play with?

Let us see what our sister version has to offer!

The main star for this release: Sitonai Carrier




Sitonai Carrier (Orca Carryall) Testing | Dragon A - Mod DB






New units! New fun to have!




Plus Version Upcoming Units Testing - Mod DB


For further information about Dragon AI Mod, visit its ModDB Profile. Download Dragon AI Mod 1.4 Here. And this is all for today! Enjoy Dragon AI Mod and provide your feedback about it so it can get better.

Hi everyone! The team behind Phobos has recently released the Build 35 to be tested by the public. For those who are not acquainted with it, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here is the official announcement from Phobos Build 35:

Quote:
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with fewer stability guarantees.
Phobos development build 35 is up!

Changes compared to build 34:

Migration info:

  • INI inclusion and inheritance are now turned off by default and need to be turned on via command line flags -Include and -Inheritance.
  • A previous change that made AG=no projectiles unable to fire against ground targets has been reverted. Use new key AAOnly to enable anti-air only mode in conjunction with AA=yes.
  • LaunchSW.RealLaunch=false now checks if the firing house has enough credits to satisfy SW's Money.Amount in order to be fired.
  • CreateUnit now creates the units by default at the animation's height (even if CreateUnit.ConsiderPathfinding is enabled) instead of always at ground level. This behavior can be restored by setting CreateUnit.AlwaysSpawnOnGround to true.
  • The obsolete [General] WarpIn has been enabled for the default anim type when technos are warping in. If you want to restore the vanilla behavior, use the same anim type as WarpOut.

New:

  • AAOnly for projectiles (by Starkku)
  • CreateUnit improvements & additions (units spawning in air, spawn animation) (by Starkku)
  • Option to center pause menu background (by Starkku)
  • LaunchSW.DisplayMoney (by Starkku)
  • Disguise logic improvements (by Starkku)
  • Custom insignias (by Starkku)
  • Upgrade logic to allow altering of SpySat status (by Otamaa)
  • Allow ZShapePointMove to apply during buildup via ZShapePointMove.OnBuildup (by Starkku)
  • UndeploysInto building selling buildup sequence length customization (by Starkku)

Vanilla fixes:

  • Transports with OpenTopped=true and weapon that has Burst above 1 and passengers firing out no longer have the passenger firing offset lateral shift position based on burst index (by Starkku)
  • Light tint created by a building is now able to be removed after loading the game (by Trsdy)
  • Prevented crashing jumpjet units from firing (by Trsdy)
  • Fixed disguised infantry not using a custom palette for drawing the disguise when needed (by Starkku)
  • Reenabled the obsolete [General] WarpIn as the default anim type when units are warping in (by Trsdy)
  • Fixed permanent health bar display for units targeted by temporal weapons upon mouse hover (by Trsdy)
  • Buildings with superweapons no longer display SuperAnimThree at the beginning of the match if pre-placed on the map (by Starkku)
  • AI players can now build Naval=true and Naval=false vehicles concurrently like human players do (by Starkku)

Phobos fixes:

  • CreateUnit now uses the civilian house as the owner instead of the intended owner house has been defeated (this is in line with how MakeInfantry works) (by Starkku)
  • IsHouseColor laser trails on techno now correctly change color when it changes owner (by Trsdy)
  • Fixed Layer.UseObjectLayer=true to work correctly for all cases where the object changes layer (by Starkku)
  • Fixed floating point value parsing precision to match the game (by Starkku)
  • Fixed DetonateOnAllMapObjects.RequireVerses not considering shield armor types (by Starkku)
  • Restored wake animation for debris animations and added WakeAnim for customization (by Starkku)
  • Fixed new AI attack scripts requiring non-zero damage instead of simply being able to target to be able to pick targets (by Starkku)
  • Fixed a crash caused by incorrect values for TilesInSet being parsed from theater INIs (by Starkku)
  • Buildings sold by AutoDeath no longer play a click sound effect (by Trsdy)

Fixes/interactions with other extensions:

  • Fixed an issue introduced by Ares that caused Grinding=true building ActiveAnim to be incorrectly restored while SpecialAnim was playing, and the building was sold, erased or destroyed (by Starkku)


You can test this version of Phobos by grabbing it at GitHub.

You can learn more about Phobos by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. And that's all for now!

ZH Reveal V.0.9.1 is out!
May 27, 2023 - 19:46
Hello everyone! Ciberia, leader of ZH Reveal, has revealed the release of ZH Reveal V.0.9.1. ZH Reveal is a modification for Command & Conquer Generals: Zero Hour that adds many new factions without modifying the original ones. Here is the official announcement from ZH Reveal's staff about ZH Reveal V.0.9.1:

Quote:
Hello! This update was originally supposed to be smaller, but I got a little carried away Smile


ZH Reveal V.0.9.1. change log


Added new generals:


USA Demolition General






China National Guard General






GLA Assault General








Other changes:

-USA Nuke General

*Fixed missing weapon bonus from Laser Guided Missiles upgrade for Stealth Fighter

-USA Tank General

*Added hulk model for Mechanic

-USA Toxin General

*Fixed secondary damage for upgraded Tomahawk Storm weapon - 150 >>> 200

-China Toxin General

*Added Anthrax Beta upgrade for Toxin Missile
*Reduced damage for Toxin Missile without upgrade
*Fixed reloading time for Overlord - 1.5 sec >>> 2 sec

-China Artillery General

*Added Propaganda Tower Upgrade for Inferno Overlord

-China Laser General

*Added snow models for Laser Defense Turret
*Increased damage for Laser Overlord - 100 >>> 125
*Fixed attack range for Laser Overlord - 150 >>> 175
*Decreased HRLC health points - 720 >>> 540, armor type changed to "TankArmor" instead of "AntiAirVehicle"
*Nuclear Missile replaced by Particle Cannon Uplink









-China Napalm General

Reduced secondary damage for Napalm Overlord - 20 >>> 10

-China Super Weapon General

*Fixed Heavy ECM Tank visual model
*Increased the maximum number of passengers for Super Overlord Bunker from 5 to 8
*Battlemaster replaced by Advanced Battlemaster









-GLA Nuke General

*Reduced prices for some vehicles, defense buildings and infantry
*Hijacker and Saboteur available for building
*Added GPS Scrambler

-GLA Tank General

*Emperor replaced by Overlord










*Added Quad Cannon upgrade for Overlord
*Fixed reloading time for Overlord - 1.5 sec >>> 2 sec
*Stinger Site price reduced from 1000 to 900
*Scorpion Missile upgrade is granted from start

-GLA EMP General

*Increased SCUD Storm primary damage - 400 >>> 500
*Increased SCUD Storm secondary damage - 50 >>> 150
*Deleted EMP Pulse flash for SCUD Storm

-GLA Laser General

*Added snow models for Laser Tunnel Network

Please contact me if you will find bugs and errors. I will be glad to see your ideas for new generals for the further development of the mod. I also released templates for adding new generals in just 5 minutes! You can find it here: New Generals Templates.

Thank you!
-Ciberia


For further information about ZH Reveal, visit its ModDB Profile. ZH Reveal is available for download Here. And this is all for today! Enjoy ZH Reveal and provide your feedback about it so it can get better.

Are you picking this up? Good! Reinforcements have arrived from C&C Power Play as C&C Power Play 1.3 has been recently published by NeverLoseGuy. For those unaware, C&C Power Play is a total conversion modification for Command & Conquer Generals: Zero Hour. It comes with 5 original factions (Vulkan, Fulgura, Lamina, Solisia and Demons) and several new units and gameplay quirks to deal with. Here are the updates from C&C Power Play 1.3:

Quote:
CHANGELOG V.1.3



GLOBAL
- Players can now use Artillery Barrage Special Power via Command Center. It has a 2-minute cooldown and can be used throughout the match until the player is defeated.
- Revised the AI to make the Brutal Army extremely difficult to fight against.
- Adjusted the experience value and experience required for promotion of each units to reflect their power levels.
- Increased the cash bounty award from 10% to 50%.
- Removed the "Artillery Reveal" OCL from various units that aren't artillery units.
- All Tier X units are now permanently revealed to all players.
- Adjusted the camera height, allowing more zooming in and out options.
- Reduced the visual clutter of explosions from heavier weaponry.
- Updated the shell menu theme.
- Added more starting money options.
- You can now start with $500000, $200000, $100000, $50000, $2500, or simply with no money at all.
- Adjusted the effects of veterancy on units.
- Veterans fire their weapon 25% faster AND deals 25% more damage.
- Elites fire their weapon 50% faster AND deals 50% more damage.
- Heroics fire their weapon 100% faster AND deals 100% more damage.

SOLISIA
- Warden's hotkey is now A to prevent overlapping with general hotkeys.
- Priest's hotkey is now I to prevent overlapping with general hotkeys.
- Bishop's hotkey is now H to prevent overlapping with Artillery Barrage hotkeys.

- Decreased Prophet's build time from 5 to 1 second.
- Decreased Zealot's build time from 5 to 2.5 seconds.
- Decreased Crusader's build time from 10 to 5 seconds.
- Increased Crusader' health from 750 to 800.
- Increased Crusader's movement speed from 25 to 30.
- Decreased Warden's build time from 10 to 5 seconds.
- Decreased Warden' health from 1000 to 900.
- Increased Warden's movement speed from 25 to 30.
- Decreased Warden's missile weapon damage from 125 to 100.
- Increased Warden's missile weapon scatter radius from 30 to 50.
- Increased the burst speed of Warden's missile weapon.
- Decreased Priest's build time from 15 to 10 seconds.
- Increased Priest's build cost from $5000 to $6000.
- Increased Priest's movement speed from 25 to 30.
- Decreased Priest's turnrate from 90 to 60.
- Increased Priest's weapon damage from 200 to 400.
- Decreased Bishop's build time from 15 to 10 seconds.
- Increased Bishop's movement speed from 25 to 30.

VULKAN
- Overhauled the aesthetic of the Pugnax, doubling the amount of barrels.
- Reduced the number of shots needed to fire from Pugnax before it reaches its full firing speed.
- Reinforcement pad will now deliver 2 Ignis tanks instead of 1.

- Whiplash's hotkey is now I to prevent overlapping with general hotkeys.
- Bothynus' hotkey is now T to prevent overlapping with Artillery Barrage hotkeys.

- Decreased Whiplash's build time from 7.5 to 2.5 seconds.
- Decreased Ignis' build time from 7.5 to 2.5 seconds. Its double-barreled variant's build time is decreased from 10 to 5 seconds.
- Increased Ignis' weapon damage from 50 to 75.
- Decreased Ignis Prime's build time from 10 to 5 seconds.
- Increased Ignis Prime's weapon cooldown from 4000 to 6000.
- Decreased Robus's build time from 10 to 5 seconds.
- Increased Robus' health from 1800 to 2500.
- Decreased Robus' weapon damage from 150 to 100.
- Decreased Bothynus's build time from 15 to 10 seconds.
- Increased Bothynus' weapon damage from 80 to 100.
- Decreased Bothynus' weapon scatter radius from 75 to 50.
- Decreased Pugnax' build time from 15 to 10 seconds.
- Increased Pugnax' weapon damage from 75 to 90.

- Fixed the bug that prevents Pugnax from being disabled.

FULGURA

- Enforcer's hotkey is now N to prevent overlapping with general hotkeys.
- Shieldbreaker's hotkey is now I to prevent overlapping with general hotkeys.

- Updated the projectile of the Peacemaker.

- Decreased Defender's build time from 7.5 to 2.5 seconds.
- Decreased Defender's health from 1000 to 900.
- Decreased Defender's movement speed from 30 to 25.
- Decreased Enforcer's build time from 7.5 to 5 seconds.
- Decreased Lawmaker's build time from 10 to 7.5 seconds.
- Decreased Lawmaker's turnrate from 90 to 60.
- Decreased Peacemaker's build time from 10 to 7.5 seconds.
- Increased Peacemaker's build cost from $5000 to $6000.
- Decreased Watcher's build time from 15 to 10 seconds.

- Fixed the AI script which prevented Fulguran AI from spawning artilleries.

LAMINA
- The Lion's weapon set has been upgraded; the coaxial machinegun has been replaced with a comically large rocket on the side which deals a large AoE damage on impact.
- Changed the weapon type of the Lion's unmanned turret from flame weapon to machinegun.

- Boa's hotkey is now O to prevent overlapping with Artillery Barrage hotkeys.
- Warthog's hotkey is now N to prevent overlapping with general hotkeys.

- Decreased Rat's build time from 5 to 1 second.
- Decreased Fake Rat's weapon damage from 750 to 500.
- Decreased Cobra's build time from 5 to 2.5 seconds.
- Decreased Cobra's health from 400 to 300.
- Decreased Cobra's weapon damage from 150 to 100.
- Increased Cobra's weapon cooldown from 4000 to 6000.
- Decreased Python's build time from 10 to 5 seconds.
- Increased Python's health from 600 to 750.
- Decreased Boa's build time from 10 to 5 seconds.
- Decreased Warthog's build time from 15 to 10 seconds.
- Increased Warthog's weapon damage from 75 to 90.
- Increased the burst speed of Warthog's weapon.
- Decreased Lion's build time from 15 to 10 seconds.
- Increased Lion's build cost from 6000 to 8000.

- Adjusted Boa's weapon and vision range to match other units with longer attack range.

INFERNUS
- Renamed the faction from "Demonic Kingdom" to "Infernal Kingdom".
- Updated the aesthetic of the Termite, Scarab and Harbinger.
- Termite no longer sets itself ablaze upon death.
- Removed the Harbinger and Baron's ability to create firestorms.
- Harbinger's hotkey is now I to prevent overlapping with general hotkeys.
- Updated Vanguard's movement and weapon sound.
- Hellstorm's hotkey is now L to prevent overlapping with general hotkeys.
- Baron's hotkey is now A to prevent overlapping with Artillery Barrage hotkeys.
- Baron now spawns 2 Termite tanks upon death.


- Decreased Termite's build time from 7.5 to 2.5 seconds.
- Decreased Scarab's build time from 7.5 to 5 seconds.
- Decreased Harbinger's build time from 10 to 7.5 seconds.
- Decreased Harbinger's weapon damage from 75 to 50.
- Decreased Harbinger's movement speed from 30 to 25.
- Decreased Vanguard's build time from 10 to 7.5 seconds.
- Decreased Vanguard's build cost from $5000 to $4000.
- Decreased Vanguard's movement speed from 30 to 25.
- Increased Vanguard's weapon damage from 40 to 120.
- Decreased Vanguard's weapon ammo count from 4 to 2.
- Decreased Vanguard's weapon scatter radius from 40 to 30.
- Decreased Vanguard's weapon cooldown from 2000 to 1500.
- Decreased Hellstorm's build time from 15 to 10 seconds.
- Decreased Hellstorm's weapon ammo count from 3 to 1. Its damage was increased to compensate.
- Increased Baron's weapon damage from 250 to 300.







As always, you can download the mod via GenLauncher, or this page and install it manually.


If you are curious about C&C Power Play, visit the ModDB Profile to obtain further information about it. Download the latest version of C&C Power Play Here. And that's all for now! Have fun and enjoy C&C Power Play!

paint.net 5.0.6 is now available!
May 25, 2023 - 13:29
Are you picking this up? Good! The staff from paint.net has recently published paint.net 5.0.6. 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 official words about paint.net 5.0.6:

Quote:
Change Log
Changes since v5.0.5:

  • Improved the sharpness of the canvas, which had gotten too blurry in 5.0.4 in some cases
  • Added a “reset to default” button for Image->Resize’s Resampling option
  • Fixed a rendering artifact on the canvas where sometimes the transparency checkerboard would be visible at the bottom pixel of an image when it shouldn’t be
  • Fixed a glitch with the canvas zoom slider where it would draw the tracking thumb at the wrong position when the zoom level was at 10,000%
  • Fixed a rare hang that could happen when opening an image


For further information about paint.net, visit the Official Website. paint.net is downloadable at This Address. That's all, folks! Stay tuned at PPM for more news coverage on paint.net!

Are you picking this up? Good! The good people behind the production of The End of Days were posting pictures of the structures of the upcoming European Defense Alliance faction, and we missed one of them which we want to share with you now. For those unfamiliar with it, The End of Days is a mod for Command & Conquer: Generals Zero Hour. It adds Russia as a new playable faction 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 is the picture of the Command Center for the EDA faction:



You can check more information about The End of Days by visiting the ModDB Profile, Discord Channel, and YouTube Video Channel. And this is all we can offer for today regarding The End of Days!

Welcome back, Comrade General! sgtmyers88, the leader of Red Alert Redux, has recently posted some of the progress done with Red Alert Redux. For those who are not acquainted with it, Red Alert Redux is a total conversion for Command & Conquer: Generals Zero Hour that brings the Red Alert 1 universe into it. Here is what was posted about it:

Quote:

Work continues on developing the mod toward making a first release later this year. The two main factions, along with their units, structures, and special abilities, are completed, along with several new mod-exclusive units and abilities being available to both sides. The AI is also now mostly complete in all settings and is undergoing extensive testing to ensure optimization and stability. Several standard gameplay and Naval-enabled maps are set to be included when a full release is made.




To start off, here is a gameplay video featuring the AI and some of the Naval warfare employed. This video is provided thanks to TaxOwlBear, one of several mod beta testers.






AI Constructed Bases and Attack Forces





A lot of time was spent trying to optimize the AI gameplay while dealing with a somewhat unfriendly game engine when it comes to AI pathfinding. As a result of the revisions made, the AI is much more intelligent with its general behavior, including building placement with it sticking defenses around bridges and other choke points along with garrisoning important structures such as the new and improved Tech Artillery Platform. The AI can also be seen going full turtle mode building large lines of defenses on their outer base perimeter. The AI can deploy mines and utilize infantry APC rushes or even Engineer rushes under certain circumstances, such as having too few base defenses built by the opposing player. Another thing done to help improve gameplay was an overhaul of the skirmish maps, which fixed several poorly placed attack paths or some that were not even labeled properly for the respective player position. It was noticed that this was a problem in several of EA's original Generals maps, so I am suspecting that too was a source of a lot of the original game's issues with the terrible lag and poor pathfinding.




The Allied AI makes use of Spies and Thieves, and even its Gap Generators and newly added Chrono Tanks. Soviet AI players can employ their Attack Dogs and Air Force quite effectively as well. They will even slip in and deploy M.A.D. Tanks and Demo Trucks on an unsuspecting player, late game. On hard difficulty, the AI-controlled Artillery Strike and Badger Bomber attacks will be mostly used in conjunction with an AI attack wave instead of at random, so this may provide more of a challenge at fending off attacks. Same with some of the base defense placements.





NEW UNITS & GAMEPLAY FEATURES:


First off, some new features and upgrades involve some legacy RA units, along with the inclusion of some all-new units. One of these is the ability to garrison the Pillbox with four infantry units. It can still retain its weapon and the Camouflage Upgrade.


Both sides can now build the Cargo Transport Truck as a cheap, lightly armored transport while the Soviets also get the GAZ Scout Car. The trucks can hold up to 8 infantry, while the Scout Car can hold 2. A benefit of the Scout Car is the infantry can shoot while in transport. (think of the Rock-vees from Generals) The Allies still have the "normal" APC vehicle as well.


The Allies get the "FlakPanzer", a mobile version of their anti-air base defense. This vehicle can also detect stealth/hidden units. It shares similar functions to the Radar Jammer, which is replaced by the Allies.
(Soviets retain their vehicle) Despite being only slightly larger and having a bit more armor than the Light Tank, it's also their answer to the Soviet Mammoth Tank's anti-air capability. The main benefit here is mobility.


Another new vehicle is the Soviet Flame Tank. With the increased employment of the much more effective Tesla Coil as a base defense, the Flame Tower was becoming dated and obsolete as-is, especially against the latest Allied artillery and aircraft. However, Soviet Commanders still saw its use for offensive purposes in order to clear out dug-in forces in urban areas. The Flamethrower Infantry units were found to be far too vulnerable as the war progressed, so instead, they had the idea of mounting the base defense structure to their surplus tank chassis. Thus, the "Flame Tank" was born.

Miscellaneous
1.) While being able to deploy mines by default, Mine Layers can also detect and destroy enemy mines simply by driving over them. Mine Layers can also be real trolls when used properly. Saw the AI once place some in front of an enemy Service Depot which the mine then blew it and the tank that was driving to it up in the process.
2.) Allied Chinook Transports loaded with infantry can make use of the "Combat Drop" to clear enemy garrisoned buildings. (this is the Allies' only way to clear garrisons)
3.) Soviets can clear garrisons using their flame weapons.
4.) The Spy, Attack Dog, Agent Tanya, and the Soviet Commando can detect stealth/hidden units, including mines.
5.) Both Soviet Submarines, the Allied Gun Boat, and the Allied Destroyer all have a Sonar Pulse ability to detect Mines/Subs.
6.) The Allied Gunboat & Destroyer can deploy mines. These are best used to combat enemy submarines as this was a compromise since Depth Charges couldn't be done right in this engine. What I usually do is just bait the other ship or sub to attack, place a mine, then retreat and hope they follow and hit it.
7.) New hotkey: The Structure Repair Command Button is now using the "r" hotkey, while Guard Air is using the "i" hotkey instead. (used to be "r") This streamlines gameplay for human players during intense matches, so you won't have to keep reaching over and clicking on the sidebar command button.
8.) On top of being able to steal funds from enemy Ore Refineries and Silos, Thieves can also hijack enemy Ore Trucks.
9.) For ease of use, the Medic and Mechanic simply have a constant firing AOE heal/repair ability, so they won't have to be micro-managed. The effective range is indicated by their radius decals. As a bonus, their abilities also still work when loaded into a truck or APC.
10.) Infantry won't always stand and shoot at oncoming vehicles in a suicidal manner. If the enemy vehicle gets too close to the infantry, they may try to dodge them to keep from getting run over and squished.

Fake Structures




"Fake" Structures were also recently implemented for the sake of "completeness". You can use these to lure in enemy Commandos, Spies, or Thieves to waste their efforts on. They can also be upgraded to real structures or ordered to self-destruct. Also, the yellow indicator box shown is only visible to the owning player.

Chrono Tank & M.A.D. Tank



Chrono & M.A.D. Tank Testing - Mod DB

And finally, the Chrono Tank and M.A.D. Tank has indeed made it into the mod. Implementing the Chrono Tank into the Generals SAGE engine turned out better than expected, thanks to exploiting an art bug with the code. Meanwhile, the seismic wave explosion code for the M.A.D. Tank (which actually reused some effects from the MOAB in ZH) had some unintended side effects here, which was quite amusing. (Flying Chitzkoi!)














In Conclusion:
Again, no official release has been set yet, but a limited "Demo" type release is being considered soon. I might either do a release with 4-5 skirmish maps for folks to play with or a demo with a couple of custom missions, similar to how Westwood released a demo of the RA Beta with a couple of modified mission maps to showcase the gameplay and tech tree.
And, of course, any input is appreciated.





©2023 sgtmyers88 & the C&C Redux Development Team


If you are curious about Red Alert Redux, visit the ModDB Profile to obtain further information about it. And that's all for now!

AIClean 6.0 has been released!
May 24, 2023 - 02:23
Are you picking this up? Good! Reinforcements have arrived from G-E, leader of AIClean, as AIClean 6.0 has been recently posted by their team. For those unaware of what is being written here, AIClean is a TCL script for filtering/simplifying the main rules/art/ai inis. It removes junk, merges objects, and re-writes the ini in an organized manner, with a customizable order as specified in aiclean.cfg. This applies both to the objects themselves, and the content of the objects. The changes from AIClean 6.0 were announced with the following words:

Quote:
MASSSSSSIIIVE UPDATE!

AICLEAN 6.0...

The first thing is the engine has had a major rewrite for a lot of parts so that sections are now able to be specified in the aiclean.cfg to come first, these would be the declaration lists and other major headers. Then not only will AICLEAN write those sections as specified, but will afterward write each object belonging to those sections in the same order. The only exceptions to this are a few things that get written purposely at the end of rules.ini.

The second major feature is the ability to MERGE inis using the [include] functions. It will not merge nested includes, and it might even crash if you try, so only the first level is supported. The merged data is used as a priority for object code but will remove duplicated tags and do its best to sort out the lists. The resulting inis will no longer have to include sections, and the external inis can be deleted/moved.

As part of these major changes, the aiclean.log will be a lot more verbose, and will explain largely the changes made, but also highlight some problems that need you to resolve. Keep in mind AICLEAN is not really an analysis tool in the way it's architected, it doesn't know or try to guess what is what, and only if it's explicitly declared, or in some cases used, will it know. This means that "orphans" are considered anything undeclared and unused generally speaking, but it also means that you need to check your inis with AICHECK afterward and fix the errors.

This is a very extensive overhaul and although it was tested on SE and GC, it's possible it does weird things on yours. Please leave any feedback, testing has been difficult.



You can find more information about AIClean by visiting the Topic at PPM Forums. Download AIClean 6.0. And that's all regarding AIClean for now. Stay tuned at PPM for more news about AIClean!