Hello everyone! FanWars Studio and CnC Saga, the developers of Fractured Realms, have recently shared some bits of the lore of this project with the public explaining the mineral that is crucial for its economy: Diastim. For those who are not acquainted with it, Fractured Realms is a game that uses the OpenRA engine that is heavily inspired by Command & Conquer and Starcraft franchises. It features four factions: The Earth Federation, the Red Alliance, the Order of the Baneslayer, and the Horizon Conclave. Those who control the Diastim crystals control the world. Here is what was shared about it:

Quote:




Lore with Logue N°2:
Diastim








Welcome back to the archive, Commander,

I see you’ve been contemplating the archive’s Diastim crystal. Quite the piece, isn’t it? I had the privilege to be present when it was moved here. In the brief time it was transferred from its previous containment field to this one, it managed to generate quite the show!


Come to think of it! When we think of Diastim, the first thing that comes to mind is its bright crystalline shards. However, they are actually a recent development. Indeed, for the longest time, Diastim was just dust, micro flakes that settled on the hull of ships when they traveled through subspace.


In fact, Diastim was discovered during the early trials of FTL travel technology when humankind was still figuring out the physics of subspace.

Scientists of that time theorized that our universe’s expansion might not be homogeneous in all dimensions and that, in some places, the “walls” were stretched thinner.

Some experiments were performed in order to launch subatomic particles through said “walls”, and they found out that when doing so, unknown new particles were breaching back into our universe.


Nevertheless, the real breakthrough came with the launch and subsequent return of A:Rn, the first subspace probe, a robot designed and equipped to travel across subspace and return.

Upon returning home, it was covered with a thin layer of strange dust.

This was humanity’s first encounter with the reality-warping crystal as well as the beginning of a long struggle to study and control it.

As you see, Diastim is hazardous in nature. It comes from outside our universe, follows rules we still do not fully understand to this day, and has wild reactions to external stimuli.


In fact, under the right circumstances, any atom thrown at a Diastim cristal can bounce off its surface and transmute into its antiparticle counterpart, which can cause immense damage.

Experiments with clocks have shown that time can be heavily distorted around it too, Which gives weight to the ghost stories of people encountering themselves when working around massive deposits of Diastim.

It can emit in the entire electromagnetic spectrum, from gentle heat to violent gamma-ray outbursts, including visible light, as you can see from this beautiful nebula pattern inside the crystal.

Oh! and it bends gravity, which means we had to secure furniture and various pieces of the collection when we were installing this cristal here, for example.


All this is why a crystal such as this one can be a phenomenal hazard if not handled properly.

Therefore when the nodes “barfed” them into our galaxy during the Fracture, you can imagine the devastation they caused to nearby systems.


Now, for a bit of interesting trivia, we are still not entirely sure why the flooding stopped. The previous theory, which was that the flow progressively stopped due to the nodes finishing their stabilization process, has recently been disproven. Indeed, some guys managed to destabilize a node in a lab, and nothing came out of it. Their current theory is that there was some pressure difference between our universe’s vacuum and subspace, and it was only because enough Diastim had poured into our universe that the nodes could reconnect and stabilize.

Yet I'm not convinced I’m pretty sure the reason nothing came through is that these guys knew what they were doing. They poked into an already existing node with a far more advanced subspace needle and with safety mechanisms… After all, we approach subspace with far more care nowadays.


By contrast, the Merveille Project was the opposite. It was a moon-sized superstructure meant to tear a hole through the wall of reality… exactly where it was at its thickest.


I mean, it worked. They managed to create an artificial subspace node. They just wrecked up the entire universe in the process…




What could go wrong?



Special thanks to Mairwen, who proofread my awful writing.


For further information about Fractured Realms, visit the ModDB Profile, and Discord Channel. And that's all regarding Fractured Realms for now. Stay tuned at PPM for more news about Fractured Realms!

Phobos Release v0.3 is now available!
January 29, 2023 - 19:32
Greetings, commander! A new version of Phobos has been released recently by Starkku. 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 are the official words about Phobos 0.3:

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Version 0.3 of Phobos is now here. Documentation for this version can be found at https://phobos.readthedocs.io/en/v0.3

IMPORTANT NOTE: Version 0.3.0.x (meaning either this release or any hotfixes that may follow) will be the final release of Phobos supporting Windows XP.
A full list of changes, including all new fixes & features in v0.3, can be found in changelog on the What's New page of the documentation.

Changes compared to release candidate 2:

  • DetonateOnAllMapObjects.AffectTargets & DetonateOnAllMapObjects.AffectHouses now allow no targets types/houses by default (by Starkku)
  • DiskLaser.Radius now accepts correct input values. Previously defined values require multiplication by 2*pi (by Trsdy)
  • Fixed problems with DeployFire / FireOnce fix (by Starkku)
  • Fixed a bug that caused certain options (such as BuildOffAlly) to not be saved correctly in save games (by secsome)
  • Fixed a bug that caused shield self-heal and respawned timers to be set to half their intended duration (by Starkku)
  • Fixed OpenTopped rangefinding not ignoring weapons that cannot be fired in transports (by Starkku)
  • Fixed a rare crash that would occur if a TechnoType was hit by a critical hit on the same frame it was created (by Starkku)
  • Fixed buildings created by superweapons via LimboDelivery incorrectly being taken into consideration when calculating the AI base center (by Starkku).


You can learn more about Phobos by visiting the Forums at PPM, Official Website, and Discord Channel at C&C Mod Haven. Phobos is downloadable at This Address. That's all, folks! Stay tuned at PPM for more news coverage on Phobos!

The End of Days: 0.98 screenshots!
January 26, 2023 - 16:32
Howdy! The crew from The End of Days has recently shared their recent progress on their project. For those who are not acquainted 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 what was posted about it:

Quote:
Some 0.98 Screenshots

Taken by @[Z]Toppe_57SM3
Models by @Alexei_Stukov







For further information about The End of Days, visit the ModDB Profile, and Discord Channel. And this is all we can offer for today regarding The End of Days!

D.O.R.F. Update: Harvesting
January 25, 2023 - 11:27
The staff from D.O.R.F. has been working hard these days, and they have just shared some of their progress.

For those who are not acquainted with it, D.O.R.F. is an indie real-time strategy conflict game that uses the OpenRA engine. It brings three factions to the battlefield:  Crumbling Empire, The Barbarians, and the New World Order. It should also bring innovative game mechanics, land, sea, and air combat, and interesting graphics. Here are the official words about it:

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We've been hard at work revamping the game's resource system. While new features like logistics and processing aren't quite ready to show off yet, here's a preview of some classic-style resource harvesting.



Click on the picture to watch the video and read the original tweet.


For further information about D.O.R.F., visit the Official Website, ModDB Profile, and YouTube Video Channel. And this is all we can offer for today regarding D.O.R.F.!

Hello ladies and gentlemen! A new development build of Thyme has been released recently by jonwil. This version has some bug fixes with ScienceStore, LocomotorStore, and weapon code.

For those unfamiliar with it, Thyme is an open-source re-implementation of Command & Conquer Generals: Zero Hour. This project is a bottom-up rewrite of Generals: Zero Hour, using the original binary to provide functions that have not been implemented yet. The intention is to allow the fixing of bugs, implementation of new features, and porting to platforms unsupported by the original.

You can find more information about Thyme by visiting the Official Website, and Discord Channel. Download Thyme Here. And this is all for today! Enjoy Thyme and provide your feedback about it so it can get better.

One vision, one purpose! OpenRA developers, the leader of OpenRA Tiberian Dawn HD, has published a new playtest version of OpenRA Tiberian Dawn HD called OpenRA Tiberian Dawn HD playtest 20230110-3. It is still an evolution of the playtest 20230110 announced some weeks ago.

For those unaware, OpenRA Tiberian Dawn HD is the Tiberian Dawn mod from the OpenRA engine using the high-resolution graphics and other assets from Command & Conquer: Remastered Collection. In order to run it, you must own a Steam or Origin copy of Command & Conquer: Remastered Collection. It is also recommended to use a high-performance dedicated GPU. Here are the changes from OpenRA Tiberian Dawn HD playtest 20230110-3 that we know so far:

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OpenRA Tiberian Dawn HD playtest 20230110-3's changes:

  • Add support for Steam installed via Flathub.
  • Fixed SequenceSet memory leak.



OpenRA Tiberian Dawn HD playtest 20230110-2's changes:

  • Fixed RemasteredScale.
  • Fixed sheet overflows on some snow maps.
  • Work around missing "Harvester Lost" notification.
  • Fixed user maps path.


You can find more information about OpenRA Tiberian Dawn HD by visiting the Official Website. Download OpenRA Tiberian Dawn HD Here. And that's all for now! Have fun and enjoy OpenRA Tiberian Dawn HD!

paint.net 5.0.1 is now available
January 24, 2023 - 02:11
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 quite a rich set of features. Here are the updates from paint.net 5.0.1:

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This is a small update with a few important bug fixes, updates to the bundled plugins, and a new toolbar button to enable/disable pressure sensitivity.

Changes since 5.0:

  • New: Added a button in the toolbar, next to Brush Size, for enabling/disabling pressure sensitivity. The button will only appear if a compatible pen or drawing tablet is detected and Windows Ink has not been disabled in Settings.
  • Fixed some issues with the main window that would only happen on multimonitor Windows 10 systems
  • Fixed a few small issues with the Zoom tool
  • Fixed an issue when saving a JPEG or TIFF with certain types of 0-length IPTC metadata
  • Fixed: On older systems with multiple GPUs (e.g., Intel HD iGPU and an AMD/NVIDIA dGPU), where the first enumerated GPU does not support Direct3D 11, PDN will now use the next enumerated GPU that meets the Direct3D 11 requirement, rather than falling back to CPU rendering.
  • Fixed a rendering bug when using the Pencil tool on small images exactly 2 pixels wide
  • Fixed some crashes on systems with buggy GPU drivers. Paint.NET will try to revert to software rendering in this case.
  • Fixed a crash on some systems with multiple pen/tablet devices, where some of the devices were claiming the same cursor ID
  • Changed: All binaries are now digitally signed, not just EXEs and the shell extension DLLs (thanks @null54 for the help!)
  • Updated the bundled AvifFileType plugin to version 1.1.23, which fixes an issue with progressive decoding (thanks @null54!) 
  • Updated the bundled DDSFileTypePlus plugin to version 1.11.0.0, which now detects files saved with the wrong extension and tries to load the file anyway (thanks @null54!)
  • Updated the bundled WebPFileType plugin to version 1.3.16.0, which fixes the detection of misnamed files (thanks @null54!)


For further information about paint.net, visit the Official Website. Download the latest version of paint.net Here. And this is all for today! Enjoy paint.net and provide your feedback about it so it can get better.

Generals World War II v 0.28.0
January 24, 2023 - 02:05
Hi everyone! The staff from C&C Generals World War II has recently released Generals World War II v 0.28.0. For those unaware, C&C Generals World War II is a total conversion for Command & Conquer Generals: Zero Hour with a focus on multiplayer battles in the style of the Second World War. It comes with four factions: the Allied Army, USSR, Germany, and Japan. Each sub-faction determines up to 3 specialties, which can provide unique abilities and units. Among other features, this mod brings a unique ranking system and custom textures that depend on the map and the unit's rank. Here is the official announcement from C&C Generals World War II's staff about Generals World War II v 0.28.0:

Quote:
General update 21.01.23
"God of War"
v 0.28.0




Changes:

New mechanics and global balance

  • Added display of the selected sub-faction in the upgrade icons on the CC (if it was selected).
  • Changed the amount of SMG infantry built at a time from 2x to 3x (for all factions).
  • All transport trucks and armored vehicles with five or more infantry transport slots now have the ability to carry tier 1 light guns.
  • All Pillboxes can be upgraded to carry tier 1 light guns.
  • Removed the limit on the number of Pillboxes.
  • Fixed a bug that caused, in some cases, duplication of damage and, in others, its complete absence for a kamikaze infantryman.
  • Decreased by 25% speed of suspension turn for all early tanks on Christie suspension (BT, Crusader).
  • Redesigned command sets of all CCs for more intuitive use and uniformity of the template.
  • Reworked command sets of all producing buildings to optimize their use by bots.



Unit Balance

  • Reduced flamethrower upgrade price.
  • Changed the amount of HP at the CC of all nations from 3500 to 4500.
  • Changed armament of all stationary anti-tank turrets (slightly more range and damage).
  • Changed the armament of the m5 anti-tank gun.
  • Changed cost of M3 Stuart 420 -> 400.
  • Changed cost of M4A3(76)W Sherman (with long gun) 890 -> 950.
  • Removed the horde effect for all types of Shermans in the game (there is no point in it).
  • Changed the armament of the regular M4 Sherman (with a short gun)
  • American Sherman armor upgrades fixed (used 2 upgrades for shells that buffed the tank too much, and 2 upgrades for armor were not used even though they were listed).
  • The ability to improve armor (change the type of armor from medium to heavy) becomes available only after SIMULTANEOUS study in the CC of 2 upgrades - "New versions of shells" (damage buff) and "Rolled armor" (HP buff).
  • Removed the ability to improve the armor (change the type of armor from medium to heavy) for the American Sherman at the same time as buying a camouflage net. Now we have a choice: OR net OR armor (purchased separately for each tank).
  • Changed weapons from Hetzer
  • Changed weapons from StugIII after the upgrade.
  • Changed the requirement for building a kamikaze infantryman from a Tech Center to a Factory.
  • Changed weaponry from Chi-Ri (Type100) to upgrade.
  • Changed weapons from Ho-Ri.
  • Changed Type93 cost 280 -> 380.
  • Added requirement to build Type93 on Supply.
  • Increased Type93 infantry transport slots to 5.
  • Removed kamikaze infantryman from Type93 initial payload.
  • Changed cost of BT-5/7 500 -> 600.
  • Changed the construction time of BT-5/7 11 -> 14.
  • Increased the amount of fuel consumption BT-5/7 1 -> 2.
  • Changed cost of KV-1 1400 -> 1500.
  • Changed construction time of KV-1 20 -> 22.
  • Changed cost of KV-2 1600 -> 1700.
  • Changed construction time of KV-2 22 -> 24.
  • Removed the ability to improve the armor of the Soviet Lend-Lease Sherman (Jumbo was not supplied to the USSR).
  • Increased the duration of radiation effects after the explosion of an atomic bomb from 30 to 45 seconds.
  • Increased one-time damage in the explosion of an atomic bomb. The radius is unchanged.



Graphic arts

  • Added new shot effect for all tanks and cannons with muzzle brakes.
  • Improved tank burning effect when % health is low (who has it).
  • Fixed the ruins of many European buildings so that on the maps, they can be used immediately in a destroyed state (can be observed on the new map "Command Falcon").
  • Fixed a bug related to the absence of disappearance of fallen trees from the maps.
  • Fixed effects of burning trees and their death from flamethrowers and Molotov cocktails.
  • Fixed the lack of destruction of trees when shelling with artillery (land mines).



Game Stability

  • Fixed a bug related to the impossibility of destroying trees in any way.



New units

  • Added a new unit: Soviet lorry (GAZ AA) as a transport for transporting infantry and cannons of the 1st level. It is built in the KC. It requires Supply to build. It costs 450, built with eight shooters inside.



Others

  • Changes to unit names: Cromwell, Croisider, Churchill, Matilda, Q1, Q2, ZIS-42, Gaz-AA.
  • Increased HP of tents on map "Oil Rampage" to make them less flimsy.
  • Edits in the deployment logic of mobile Flak88.



Maps

  • Fixed incorrect names of some maps.
  • Added new map "Coral Islands" (reskinned and adapted from ZH) for 6 players.
  • Added new map "Comand Falcon" (reskinned and adapted from ZH) for 5 players.
  • Added new map, "Crayfish Island" (original for WW2), for 3 players.
  • Added a new version of the map "Two Fronts" (original for WW2) for 4 players without a train.
  • Returned the map "Infinite Justice" (reskinned and adapted from ZH) for 3 players after fixing desync bugs and general optimization.
  • Changed map "Rice Offensive" (original for WW2) rework for 5 players and general optimization.
  • Changed the map "Calm Lands" (original for WW2), alteration of places for building players, centering the village in the middle of the map, general optimization and adjustment to the new realities of balance.
  • General optimization and reworking of maps for the new realities of the balance of the following maps:

    • "Two Fronts" (original for WW2) for 4 players.
    • "Berlin" (original for WW2) for 4 players.
    • "Blue eye" (original for WW2) for 4 players.
    • "Factory" (original for WW2) for 4 players.
    • "Prokhorovka" (original for WW2) for 4 players.
    • Giza (original for WW2) for 4 players.
    • "Asian swamps" (original for WW2) for 4 players.
    • "Forgotten Village" (original for WW2) for 4 players.
    • "Secret base" (original for WW2) for 8 players.

  • Correction of errors of the following maps:

    • "Badlands" (reskinned and adapted from ZH) for 2 players.
    • "Lone Eagle" (reskinned and adapted from ZH) for 4 players.
    • "Defense" (reskinned and adapted from ZH) for 6 players.

  • Fixed and/or updated previews for all maps



Bots

  • Additional separation of bot difficulty levels (prohibition of using GenPowers at lower difficulty levels, prohibition of building powerful units, spam limitation).
  • Fixed bugs with the construction queues of units and buildings for bots.
  • Bots are now more advanced in learning upgrades available to them.
  • Bots now fully explore and use all types of GenPowers available to them.
  • Bots now fully build Super Weapons and use them.
  • Bots now build a secondary for themselves (but still live on script money at high difficulty levels and late stages of the game because the bot cannot quantitatively over-spam a live player on the secondary without compromising the performance and stability of the game - sorry, but its SAGE).
  • Bots now fully build all types of stationary defense available to them.
  • Fixed intermittent lack of energy for bots through:

    • general optimization of power consumption by bots, improvement of building queues, and reduction of the total pack of units accumulated at the base to send the next "wave" to attack.
    • bots spam additional "search" commands to more quickly capture neutral buildings, with priority on oil rigs and refineries.
    • bots can sometimes start trying to take over your buildings (priority is fuel storage).
    • bots stop defense spamming and start spamming power plants in their place.
    • bots are given priority to research available upgrades that positively affect fuel consumption or generation.
    • if all of the above fail: bots use scripted upgrades (only available for them to build with map scripts) that allow them to generate energy from all buildings.


You can learn more about C&C Generals World War II by visiting the Official Website, and Discord Channel. You can download Generals World War II v 0.28.0 Here. That's all, folks! Stay tuned at PPM for more news coverage on C&C Generals World War II!