Hi everyone! SWR Productions, the leader of Rise of The Reds, has been busy recently working on it and shared its progress report with us. For those unaware of what is being written here, Rise of The Reds is a classic and popular modification for C&C Generals: Zero Hour that adds two completely new factions: the tank-heavy Russian Federation and the defense-oriented European Continental Alliance. It also greatly expands the three original factions with several new units, buildings, powers, and abilities to explore and combine with your in-game tactics. Here is the official announcement from Rise of The Reds:

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Good evening, Generals. How are we all this week?
We're good, thanks for asking. What? You didn't ask that? Did you ask for a ROTR update? Alright, I guess you've all earned it.

One of our goals in 1.9 is to try and make the Generals Power system a more dynamic and fluid one. We want to make each GP have some level of viability at all stages of the game and challenge the established 'must picks' by making some of the lesser valued GP's more desirable and important. This has led to some interesting experiments of moving tech and upgrades around the tech tree and advancing the release of some planned 2.0 content to help fill some of these holes. We want to make all the Generals Powers valuable in all matchups, so for unlock GP's like American 'Armoured Company', the decision has been made to expand the scope of the GP and spread its unlocks out over the entire tech tree.

Enter the American Bradley IFV.
Originally removed in 1.85, we are re-adding the beloved Bradley back into version 1.9 to fill in as the tier 0 unit option for the 'Armoured Company' GP. This means that the Bradley will be extremely different from its previous 1.802 incarnation, now getting much of its planned 2.0 functionality from the get-go.
Within this return, we also looked at whether there was more we could do with the Bradley to expand its usefulness beyond the tier 0 environment and keep it as a valuable and desirable choice as the game goes on. Thus, we have added 3 rather robust and varied kits to the unit that should keep it relevant and specialized over the entire game's length.




In 2021, against the backdrop of the War on Terror intensifying after the devastating GLA attacks on China, the United States Marine Corps phased out all of its tank battalions that had existed since the Second World War. One of the most outspoken critics of this was Jeremiah Bradley, the future commanding general of the 2nd Marine Expeditionary Force, who served as a battalion commander during the war. Foreseeing an inevitability of a future major war with China and Russia, Bradley insisted that the USMC would have to retain its own armored capability so as not to find itself outgunned in a conflict against tank-heavy adversaries with airspace denial and electronic warfare capabilities that would jeopardize America's ability to fight on its own preferred terms. During the 2030s, Bradley, who by then had become a general, used his political connections and popularity among the USMC community to lobby for the reconstitution of the Marine tank battalions, which were brought back to life with a mixture of Acolyte, Crusader, and Paladin tanks, alongside the M2 Bradley infantry fighting vehicle in a number of new mechanized infantry battalions. First introduced to the US Army in 1981 following a troubled development history and named after the non-related WW2 general Omar Bradley, the vehicle had been of no relevance to the USMC for decades due to its lack of amphibious capability. Under the new doctrine of the early 2040s, however, the Bradley, like its tank brethren, would be brought to shore via high-speed landing craft or Starlifter air transports. In its basic configuration, the Bradley is a multirole combat vehicle capable of transporting infantry, carrying out reconnaissance and detection duties by way of its advanced optics and sensors, and providing fire support with its 25mm autocannon. As with many other US vehicles, a number of field modifications exist.

Render Description: MARS2588






The first, most commonly seen variant of the Bradley complements the primary 25mm autocannon with a launch pod of TOW anti-tank missiles. The BGM-71 "Tube-launched, Optically tracked, Wire-guided" missile has been a staple of American and allied forces since 1970. Somewhat of an anachronism in an age of advanced sensor- and AI-guided munitions due to its physical line of control, the TOW remains a favorite by virtue of its rugged reliability and decisive power. The latest version, with an improved tandem warhead, rocket motor, and guidance control system, provides the Bradley with a deadly, extended-range punch against even the heaviest tanks of the 2040s.

Render Description: MARS2588






Another variant of the Bradley replaces its common 25mm autocannon with a much more powerful 50mm gun, a variant of the one prominently featured on the heavy gunships of the US Aerospace Force. The larger caliber size allows the use of bigger, more advanced ammunition types, including a high-velocity kinetic sabot round and a programmable explosive round, either of which is automatically fed against the appropriate kind of target, in effect achieving greater damage per shot and area effect over the default cannon. In stark contrast to its deadly primary weapon, this variant of the Bradley can also discharge flashbang grenades for non-lethal suppression of crowds or high-value individuals.

Render Description: MARS2588






The third variant of the Bradley is designed for urban operations and counter-insurgency. It features fireports that allow passengers to use their weapons under armor protection, making it ideal for close-quarters combat in built-up areas. In addition, it has front-mounted rollers to safely detonate mines and roadside bombs away from the vehicle's hull, protecting its crew, passengers, and friendly forces following behind it.

Render Description: MARS2588

We will be going into more depth with some other Armoured Company inclusions soon, so stay tuned and keep your eyes on that article tab. In the meantime, however, we have an extra little treat coming your way.
This weekend MaelstromX103 is hosting another exciting 1.9 livestream, so if you're excited to see the Bardley's (and any of our other new stuff), the details are below, and will be on the description of the stream's announcement image.




That's all we have for this week. We will see you all soon!
Till next time generals!


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

Howdy! Reinforcements have arrived at YouMustConstructAdditional... patrickwieth has recently made YouMustConstructAdditional v0.95.30 available for download. YouMustConstructAdditional.. is a real-time strategy game that uses the OpenRA engine. It forks Combined Arms, and it strives to create massive battles with GDI, Nod, Scrin, Allies, Soviet, and China.  Here is the official announcement from YouMustConstructAdditional..'s staff about YouMustConstructAdditional v0.95.30:

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The Nukular MCV mode is now functional but will be patched in the future according to how it plays out.
Nukular MCV mode is like "Exploding Kings" in AoE2. For those who do not know this, you have a King, and if you lose the King, you lose the game. Furthermore, the King dies in a gigantic nuclear explosion. In this game, it is not a King but an MCV with the same properties. This mode is best for FFA games as it gives an almost defeated player a possible purpose: get revenge with the Nukular MCV. Also, it can be used to make Conyard Sniping much stronger than usual if desired.


New Features

  • The Transport Ship now explodes like the Nukular MCV and shows the same green tilt if a Nukular MCV is loaded. Air transports (Carryall and Dropship) also show this, but their Nukular Explosion is weak in case they are downed.
  • Transports that have the Nukular MCV loaded get a speed bonus of 50%.

Balancing

  • The Explosion of the Nukular MCV now spreads the nukes more evenly and thus deals more damage in a wider area.
  • Force Shield has its cooldown reduced, and in Nukular Mode, it is significantly reduced.

Bug Fixes

  • Fix Nona SVK turret sprite
  • Anti Tank Mines (French Cluster Mines) dealt 100% damage to all target types. Now, they only deal 100% vs. Heavy Tanks, 75% vs. Reflector, 10% vs. Infantry and Fortified Buildings.


If you are curious about YouMustConstructAdditional.., visit the Official Website, and Discord Channel to obtain further information about it. Download YouMustConstructAdditional.. Here. That's all, folks! Stay tuned at PPM for more news coverage on YouMustConstructAdditional..!

CnC-DDraw 6.6 is now available!
June 07, 2024 - 03:04
Hi everyone! Reinforcements have arrived from FunkyFr3sh, leader of CnC-DDraw, as CnC-DDraw 6.6 has been recently released by their team. For those unfamiliar with it, CnC-DDraw is a rendering alternative for old games that uses Direct Draw, making them compatible with newer systems and improving their graphics. You can use it on games like Command & Conquer Gold, Command & Conquer: Red Alert, Command & Conquer: Tiberian Sun, Command & Conquer: Red Alert 2, Carmageddon, Carmageddon 2, Warcraft 2, StarCraft, Diablo, Diablo 2, Age of Empires, Age of Empires II, Theme Hospital, Populous: The Beginning, Outlaws, Dungeon Keeper, Dark Reign: The Future of War, Star Wars: Galactic Battlegrounds, Atomic Bomberman, Dune 2000, Oddworld: Abe's Oddysee, Commandos, Red Baron 3D, F-16 Multirole Fighter, F-22 Raptor, Nox, among others. Here are the updates from CnC-DDraw 6.6:

Quote:
Instructions

  • Download cnc-ddraw.zip and extract it into your game folder
  • Start the game

Game doesn't work? Please check the Readme file and the wiki.

Hotkeys

  • [Alt] + [Enter]                  = Switch between windowed and fullscreen mode
  • [Ctrl] + [Tab]                    = Unlock cursor
  • [Right Alt] + [Right Ctrl]  = Unlock cursor
  • [Alt] + [Page Down]        = Maximize window

Changelog

  • Fixed too fast scroll speed in Knights and Merchants The Shattered Kingdom
  • Fixed windowed mode in Uprising and Uprising 2
  • Fixed windowed mode and crashes in American Girls Dress Designer
  • Fixed cutscene upscaling in Atrox
  • Fixed cutscene upscaling in Duel Savior
  • Fixed cutscene upscaling in The X-Files (DVD version)
  • Fixed cursor issues in Nancy Drew games (macOS)
  • Fixed a bug where the maximize button in windowed mode was greyed out in some cases
  • Added support for Nancy Drew: Secret of Shadow Ranch
  • Added support for around 50 different games from "The Learning Company" (Batman, Scooby Doo, Carmen Sandiego, Reader Rabbit, Cyberchase, Powerpuff girls, Sponge Bob, Little Bear, Clue Finders, Madeline, Arthur, StarFlyers, Zoombinis)
  • Added support for around 20 different games from "Humongous" (Freddi Fish, Putt Putt, Pajama Sam, SPY Fox, Blue's clues)


You can find more information about CnC-DDraw by visiting the Official Website. Download CnC-DDraw 6.6 Here. And that's all regarding CnC-DDraw for now. Stay tuned at PPM for more news about CnC-DDraw!

Greetings, Commanders! NeverLoseGuy, the leader of C&C Power Play, has posted a new version of C&C Power Play called C&C Power Play V.1.7. 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. The changes from C&C Power Play V.1.7 were announced with the following words:

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--------------------
CHANGELOG V.1.7
--------------------

- This update brings new features for each of the factions to make them more unique from each other, as well as new buildings from which they can produce units.
- With the implementation of the new buildings, units now take longer to produce in order to decrease the risk of lagging the game.

GLOBAL:
- All suicide units (except Doomsdays) now use the "ARMOR_PIERCING" damage type, meaning they now deal 50% damage to the Command Center and full damage to other structures.
- All Command Centers now have their own variants of defense mechanisms:
-- Solisia fires a fast-moving projectile that deals heavy damage.
-- Vulkan fires a cannon that revs up in speed the longer it attacks.
-- Fulgura fires an EMP projectile that disables enemy vehicles.
-- Lamina fires a fast-loading cannon.
-- Infernus fires a volley of shells at its location.
- All factions now have their own unique take on "Artillery Cannon" special power:
-- Solisia fires a heavy projectile that deals heavy damage every 4 minutes.
-- Vulkan fires a small but stackable projectile every 4 minutes.
-- Fulgura fires an EMP projectile that disables vehicles upon impact every 2 minutes.
-- Lamina fires a small projectile every 1 minute.
-- Infernus fires a flaming projectile that creates a firestorm upon impact every 2 minutes.
-- These Artillery Cannons deal "ARMOR_PIERCING" damage, which is 50% effective to the Command Center, and 100% to other structures.
- Adjusted the number of vehicles spawned via the "Ambush" special power:
-- Increased Solisian vehicles number from 2/4/6/8 to 4/5/6/8.
-- Increased Vulkanic vehicles number from 2/4/6/8 to 2/4/5/6.
-- Increased Fulguran vehicles number from 2/4/6/8 to 4/5/6/8.
-- Increased Lamini vehicles number from 2/4/6/8 to 4/8/12/16.
-- Increased Infernal vehicles number from 2/4/6/8 to 4/5/6/8.









- All factions now possess their own version of production building that can be built by their dozers. Each faction now has different means of producing its units.
-- Solisia can only produce Prophet, Zealot, Crusader, and Cupid from its Command Center, with everything else (including aforementioned units) needing to be produced at its War Factory.
-- Vulakn can only produce Standard Whiplash and Super Heavy Tanks (Pugnax and Ultima) from its Command Center, with everything else needing to be produced at its War Factory.
-- Fulgura can produce all units from its Command Center, as well as its War Factory.
-- Lamina can produce all units from its Command Center, but one of its production buildings (called the "Rat Nest") can only produce Rats and their specialized variants. Alternatively, it can also build its own War Factory at a higher cost.
-- Infernus can only produce Tier 1 units (Termite and Scarab) from its Command Center, with everything else (including aforementioned units) needing to be produced at its War Factory.
- Several hotkeys have been remapped to accommodate new buildings and dozers, as well as restructuring of the commandset for some of the factions.
- Tech hospital is now indestructible and has the same functionality as the repair bay.
- Reverted the veterancy system; units will now gain health, fire rate, and weapon damage bonus by 125/150/200 percent, respectively.
- All AI difficulties now use the same script, with each level having innate buffs to their damage and health from 100/110/150%, respectively.
-- NOTE: The Brutal AI is now well, very brutal, possibly on the line of impossible. This is intended for those people who prefer playing with max money to start off, where you will find it hard to fight these even then.









SOLISIA:
- Prophet:
-- Decreased Prophet's weapon ammo count from 4/6 to 3/4.
-- Increased Prophet's weapon damage from 100 to 120.
-- Increased Prophet's build time from 1 to 3 seconds.
- Zealot:
-- Decreased Zealot's weapon ammo count from 2/3 to 1/2.
-- Decreased Zealot's build cost from 2000 to 1500.
-- Increased Zealot's build time from 1 to 3 seconds.
- Crusader:
-- Decreased Crusader's weapon ammo count from 3/5 to 2/3.
-- Decreased Crusader's build cost from 3000 to 2500.
-- Increased Crusader's build time from 3 to 4 seconds.
- Cupid:
-- Decreased Cupid's build cost from 3000 to 2500.
-- Increased Cupid's build time from 1 to 4 seconds.
-- Cupid now disables a vehicle in addition to disarming it when switched to the appropriate type.
- Warden:
-- Decreased Warden's build cost from 5000 to 4500.
-- Increased Warden's build time from 2 to 6 seconds.
- Priest:
-- Increased Priest's build time from 3 to 6 seconds.
- Seraph:
-- Increased Seraph's weapon damage from 100 to 500.
-- Increased Seraph's weapon cooldown from 3000/2000 to 4000/2000.
-- Increased Seraph's weapon burst cooldown.
-- Increased Seraph's build time from 3 to 6 seconds.
- Bishop:
-- Bishop can now switch between its single but lethal shot and a new continuous beam mode.
-- Increased Bishop's build time from 3 to 6 seconds.

VULKAN:
- Whiplash:
-- Increased Whiplash's weapon cooldown from 100 to 200.
-- Decreased Whiplash's health pool from 800 to 600.
-- Increased Whiplash's build time from 1 to 3 seconds.
- Ignis:
-- Decreased Ignis' health pool from 1000 to 800.
-- Increased Ignis' weapon cooldown from 400/200 to 500/250.
-- Increased Ignis' build time from 1 to 3 seconds.
-- Removed Double-Barreled Ignis variant.
-- Updated the visual aesthetics.
- Ignis Prime:
-- Increased Ignis Prime's build time from 2 to 4 seconds.
- Robus:
-- Increased Robus' build time from 2 to 6 seconds.
- Servus:
-- Increased Servus' build time from 1 to 4 seconds.
- Bothynus:
-- Increased Bothynus' build time from 3 to 6 seconds.
- Pugnax:
-- Increased Pugnax' build time from 3 to 6 seconds.
- Ultima:
-- Increased Ultima's build time from 3 to 6 seconds.
-- Fixed a bug that prevents Ultima from being seen by all players on the map.

FULGURA:
- Defender:
-- Increased Defender's build time from 2 to 4 seconds.
- Stormer:
-- Increased Stormer's build time from 2 to 4 seconds.
- Enforcer:
-- Increased Enforcer's build time from 4 to 8 seconds.
- Lawmaker:
-- Increased Lawmaker's build time from 4 to 8 seconds.
- Fortifier:
-- Increased Fortifier's build time from 4 to 8 seconds.
- Peacemaker:
-- Increased Peacemaker's build time from 6 to 12 seconds.
-- Increased Peacemaker's health pool from 2000 to 2500.
- Watcher:
-- Increased Watcher's build time from 6 to 12 seconds.
- Shieldbreaker:
-- Increased Shieldbreaker's build time from 6 to 12 seconds.
- Decreased the force field's laser-cutting weapon cooldown from Shieldbreaker from 500 to 50.

LAMINA:
- Rat Variants:
-- Decreased Standard Rat's weapon damage from 20 to 10.
-- Increased Standard Rat's build time from 0.5 to 3 seconds.
-- Increased Marksman Rat's build time from 1 to 3 seconds.
-- Increased Ripper Rat's build time from 1 to 3 seconds.
-- Increased Fake Rat's build time from 1 to 3 seconds.
-- Reduced the trajectory height of the projectile.
- Cobra:
-- Increased Cobra's build time from 1 to 3 seconds.
- Python:
-- Increased Python's build time from 2 to 4 seconds.
-- Updated the visual aesthetics.
- Hedgehog:
-- Decreased Hedgehog's weapon cooldown from 3000 to 2000.
-- Increased Hedgehog's build time from 2 to 4 seconds.
- Boa:
-- Decreased Boa's gattling weapon damage from 50 to 40.
-- Increased Boa's build time from 3 to 6 seconds.
- Warthog:
-- Increased Warthog's build time from 3 to 6 seconds.
- Toad:
-- Increased Toad's build time from 3 to 6 seconds.
- Lion:
-- Increased Lion's build time from 3 to 10 seconds.

INFERNUS:
- Termite:
-- Increased Termite's build time from 2 to 4 seconds.
- Scarab:
-- Decreased Scarab's weapon cooldown from 250/200 to 200/200.
-- Decreased Scarab's weapon damage from 40/75 to 40/60.
-- Increased Scarab's build time from 2 to 4 seconds.
- Harbinger:
-- Increased Harbinger's weapon damage from 50 to 100.
-- Harbinger no longer creates a small fire field with its weapon.
- Vanguard:
-- Increased Vanguard's weapon damage from 100/150 to 150/250.
-- Increased Vanguard's build time from 4 to 8 seconds.
-- Vanguard no longer creates a small fire field with its weapon.
- Conqueror:
-- Decreased Conqueror's weapon damage from 50/75 to 40/50.
-- Increased Conqueror's build time from 4 to 8 seconds.
- Hellstorm:
-- Hellstorm now fires its weapon in an arc rather than summoning its projectiles from above.
-- Hellstorm now fires in a volley of 4 projectiles and 6 when upgraded.
-- Decreased Hellstorm's weapon damage from 400 to 300.
-- Decreased Hellstorm's weapon cooldown from 1000/500 to 4000.
-- Increased Hellstorm's weapon scatter radius from 25 to 100.
-- Increased Hellstorm's build time from 6 to 8 seconds.
- Baron
-- Increased Baron's weapon damage from 300 to 500.
-- Increased Baron's build time from 6 to 12 seconds.
-- Increased the number of Termites spawned upon death from 4 to 8.
-- Baron no longer creates a small fire field with its weapon.
- Doomsday
-- Increased Doomsday's build time from 6 to 12 seconds.



You can download this mod via Genlauncher or from this website. For manual installation, grab the contents from the version folder and extract them to your ZH folder.


For further information about C&C Power Play, visit its Content at PPM Community, and ModDB Profile. Download C&C Power Play V.1.7 Here. And this is all for today! Enjoy C&C Power Play and provide your feedback about it so it can get better.

One vision, one purpose! ^Rampastein, the leader of C&C World-Altering Editor, has published C&C World-Altering Editor 1.1.1 recently. For those unaware, C&C World-Altering Editor is a map editor for the Command & Conquer Tiberian Sun Red Alert 2, and its expansions. It originally started as a map editor for Dawn of the Tiberium Age. Here are the changes and the fun stuff from C&C World-Altering Editor 1.1.1:

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The highlight of this release is the new Connected Tile drawing tool. This tool can be used to quickly draw lines of cliffs, shores, and roads without having to place each piece down manually. Credits to ZivDero for coding the initial version of this tool, which we then improved on together.

Full change log compared to the previous release (v1.0.2):

Contributors: Rampastring, ZivDero

  • Added a tool for drawing lines of connected tiles
  • Added a sound selection window for the "Play sound" trigger action
  • Added an advanced trigger editor option for cloning a trigger for easier difficulty levels without cloning TeamTypes of its action parameters
  • Added File -> Open With Text Editor option to enable quick text-based editing of the map
  • (RA2/YR) The speech selector can now select speeches in RA2/YR
  • (RA2/YR) Fixed a bug where veins were drawn with an incorrect palette
  • TeamType parameter values of trigger events and actions are now colored based on the owner of the TeamType
  • Improved the customizability of MIX file loading
  • Improved the default values of new AITriggers to include sensible weights and enabled status on all difficulty levels
  • Changed the default veterancy level of new TeamTypes to "Regular" from no value
  • The cell info display now displays the index of the hovered-on terrain tile within its tileset
  • The tag selection window has been widened
  • Items in the tag selection window are now colored based on the color of the tag's related trigger
  • Triggers created by the trigger editor tool for cloning a trigger for easier difficulty levels now have their difficulty flags set accordingly
  • Map-wide overlay is now enabled when a fitting texture is loaded
  • Fixed a bug where part of the map-wide overlay extended above the map
  • Fixed a bug where height tools could sometimes cause a freeze
  • Fixed a bug where the "Destroyed by anything (not infiltrate)" event was not checked for triggers missing object attachments
  • Fixed a bug in the trigger editor tool for cloning a trigger for easier difficulty levels where the auto-generated tags of the created clone triggers were named improperly
  • Fixed a bug in the trigger editor tool for cloning a trigger for easier difficulty levels where, in certain edge cases, the cloned triggers were renamed in a silly way
  • Fixed a flaw in the description of the "Create Team" trigger action
  • Fixed a bug where you could input semicolons in many text boxes, such as trigger names, wrecking map scripts
  • Fixed a bug where you could not use the graphical team selection interface for selecting a TeamType for the "Team Leaves Map" trigger event or potential other trigger events that reference a TeamType
  • Fixed a bug where <none> was not considered a proper value for the owner of a TeamType
  • Fixed a bug where listing the references of a trigger did not list TeamTypes that were linked to the trigger's tag


Here is the connected tile drawing tool in action:








For further information about C&C World-Altering Editor, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. C&C World-Altering Editor is available for download Here. That's all, folks! Stay tuned at PPM for more news coverage on C&C World-Altering Editor!

Notepad++ 8.6.8 has been released!
June 05, 2024 - 03:30
Are you picking this up? Good! Notepad++ has been recently improved with the release of Notepad++ 8.6.8. For those who are not acquainted 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 is the official announcement from Notepad++'s staff about Notepad++ 8.6.8:

Quote:
Notepad++ release 8.6.8 change log:

  • Fix a crash in Column Editor caused by an arithmetic overflow.
  • Fix the issue where any negative repeat value in Column Editor causes a hang.
  • Fix an extra space being inserted in the HEX mode issue in Column Editor.
  • Fix a visual glitch in the toolbar pressed buttons in dark mode.
  • Add auto-indent feature for Python.
  • Fix the issue where “show control characters” settings are not remembered when switching to another tab.
  • Fix the missing monitoring disabled state icon from the fluent icon set on the toolbar.
  • Adjusted the inaccurate naming of indent settings in the Preferences dialog.
  • Fix the issue where the customized color of the active tab in the inactive view is missing.
  • Introduce a new plugin command “NPPM_GETTABCOLORID” to retrieve the current tab color ID.
  • Allow the tree view dark mode customization for plugins.
  • Fix the popup dialog for updating, not mentioning ‘Notepad++’.


You can find more information about Notepad++ by visiting the Official Website, and Forums. Download Notepad++ 8.6.8. That's all, folks! Stay tuned at PPM for more news coverage on Notepad++!

Hello ladies and gentlemen! The staff from Chrono Divide has recently released Chrono Divide 0.58. For your information, Chrono Divide is a web browser recreation of Command & Conquer Red Alert 2 made by fans. It features Allies and Soviets, allowing you to play skirmish and multiplayer matches. Despite being a browser game, it can be modded. The changes from Chrono Divide 0.58 were announced with the following words:

Quote:
Version 0.58
3 June, 2024

               
Bug fixes
  • Mirage tanks should now be auto-attacked by enemy units when revealed by a Psychic Sensor
  • Tank projectiles should now collide with enemy units found on their trajectory
  • War miners should start gathering ore when ordered to guard
  • Fixed projectile collisions in some cases involving high bridges
  • Corrected attack-move feedback voice line
  • Death animations should not play when an infantry is crushed
  • Fixed an issue causing aircraft to wander out of control to the bottom edge of the map
  • Projectiles should no longer collide with building rubble
  • Corrected center point for collision checks against buildings
  • Flying units should no longer wander aimlessly when attempting to stop on occupied tiles

               

               
Features and improvements
  • Players are now allowed to observe the game when defeated
  • Updated singleplayer bot to the latest version
  • Adjusted the default browser zoom level on mobile devices


If you are curious about Chrono Divide, visit the Official Website, and Discord Channel to obtain further information about it. You can play the latest version of Chrono Divide by clicking Here. And this is all for today! Enjoy Chrono Divide and provide your feedback about it so it can get better.

Howdy! Dawn of the Tiberium Age 11.5 is the most recent release of Dawn of the Tiberium Age's staff. Dawn of the Tiberium Age is a stand-alone mod for Tiberian Sun that combines Tiberian Dawn (Command & Conquer 95) and Red Alert featuring a classic mode and an enhanced mode. Here is the official announcement from Dawn of the Tiberium Age's staff about Dawn of the Tiberium Age 11.5:

Quote:


DTA Version 11.5






Greetings Commanders! We'll go directly to the point this time: we have prepared a new patch for you, providing new maps, bug fixes and other improvements. Let's first showcase the new maps, they all have 6 players for some good 3v3 Co-Op fun:




[6] Sedona's Future, a remake of the "Sedona Pass" map from RA2 Yuri's Revenge.






[6] Bay of Pigs, a remake of the map from RA2 Yuri's Revenge.






[6] Nowhere to Run, a remake of the map in Tiberian Sun: Firestorm.






[6] Unrepentant, another remake from RA2 Yuri's Revenge.




New map editor (WAE) tools



On the topic of maps, our World-Altering Editor made mapping for DTA much faster than ever before. Now it has become even more powerful with a new line-based terrain drawing tool!

Cliffs, shores, and roads can all be quickly created with this tool, instead of having to place them manually piece-by-piece. Credits to ZivDero for contributing the original code for this tool to our open-source map editor project, which we then improved on together.






"Covert Revolt" Campaign Development








Many of our fans have been asking about our ambitious campaign project, "Covert Revolt". We are happy to announce that we now have two of the campaign's major routes ready, with the third well on the way. We just finished the 27th mission earlier this week, and there's only a few more to go before the campaign is ready for release! Unless I suddenly get hit by a bus or encounter another similar tragic event, you can expect the release to happen during the summer.




Preview for the 12th mission of Covert Revolt's C route






Updates to older missions



While we've been hard at work on creating new campaigns, we've also updated our older missions. Some fans brought to our attention that a couple of our older missions were destroying them really hard. To check for issues, we played them as well, and also got destroyed harder than intended. We concluded that the affected missions "Bunny Hunt" and "River Raid" had got harder over time due to changes to balance and game engine logic, so we nerfed both of them.

We also fixed the score screen colors of all our old missions. Traditionally the Tiberian Sun game engine had hardcoded score screen casualty colors to gold and red, matching colors of GDI and Nod in the original game. For DTA that obviously wasn't very fitting with our 4 factions. We recently managed to lift this limitation, so we are now able to customize the score screen colors separately for each mission.




Score screen colors in DTA v11.5 in a mission with a Soviets vs Allies setting.




Change Log



This new patch also brings some other minor bugfixes and improvements. You can read the details on our change log page.

We hope these minor updates will keep you entertained until our big release of Covert Revolt later in the summer.


Regarding the changelog, here it is:

Quote:
Version 11.5.0:
Released: Jun 2, 2024
  • Added: New multiplayer maps: "Sedona's Future", "Bay of Pigs", "Nowhere to Run" and "Unrepentant" (Credits: Rampastring).
  • Changed: "Invisible Gem Spreader (Green/Blue)" now spreads mixed gems instead of green and blue ones and has been renamed accordingly.
  • Changed: The speed of the black bunny in the "Bunny Hunt" mission has been reduced by 9%.
  • Changed: River Raid (Credits: Rampastring):

    • Gems no longer damage infantry
    • Enemy production now activates later
    • The Soviet nuke now activates later
    • The delay between enemy attacks has been increased for Brutal difficulty.
    • A few discoverable money crates have been added

  • Fixed: The light posts were removed from tiberium fields without tiberium trees on the "Dry Heat" multiplayer map (Credits: BaghiraRTS).
  • Fixed: The Soviet faction was still able to build a missile silo when super weapons were disabled.
  • Fixed: The light posts were removed from tiberium fields without tiberium trees on the "Dry Heat" multiplayer map (Credits: BaghiraRTS).
  • Fixed: The Soviet faction was still able to build a missile silo when super weapons were disabled.
  • Fixed: The green/blue gems on "A Path Beyond" damaged infantry that walked over them.
  • Fixed: Several special characters (! " # $ % & ' ( ) *) had an excessive gap in front of them in mission briefings (Credits: Bittah Commander, Rampastring).
  • Fixed: The Soviet AI's SAM Sites didn't require power to function in Enhanced mode since version 11.3.0.
  • Fixed: The civilian hangar structure had far less health than intended.
  • Fixed: Units were able to drive through the south-east cells of the civilian hangar's foundation.
  • Fixed: The "Harmless Resources" game option didn't stop blue tiberium from damaging infantry that walked over it.
  • Fixed: The Cyborg Prototype displayed the wrong frames, causing it to look like it was spinning while moving.
  • Fixed: The player and enemy casualties in the score screen are now displayed in the correct colors for the following missions (Credits: Rampastring):

    • The East Asian Front
    • Chainbreaker
    • Frostbite
    • Red Paradise
    • River Raid
    • Stomp
    • Sarin Gas 1: Crackdown
    • Sarin Gas 2: Down Under



For further information about Dawn of the Tiberium Age, visit its Forums at PPM, ModDB Profile, Discord Channel, and YouTube Video Channel. Dawn of the Tiberium Age is downloadable at This Address. And that's all for now! Have fun and enjoy Dawn of the Tiberium Age!