Blender 3.4 has been released!
Dec 08, 2022 - 04:40
One vision, one purpose! Reinforcements have arrived from Blender as Blender 3.4 has been recently released by their team. Blender is the most complete free 3D modeling tool, a must-have for anyone who is into game development or modding. Here are the changes and the fun stuff from Blender 3.4:

Blender Foundation and the online developers community are proud to present Blender 3.4!

Blender 3.4 Splash by Blender Studio

What’s New

A highlight in this release is the integration of Intel’s Open Path Guiding Library, adding support for path guiding in CPU in Cycles.

The auto-masking tools in Sculpt/Paint mode are now accessible from the 3D Viewport and support cavity, view, and area-based auto-masking. The UV editor received several updates to existing tools as well as new operators to align UV rotation, randomize islands, support for the non-uniform grids, and more.

Geometry Nodes now shows an overlay in the 3D Viewport, making it easy to debug and test parts of your node tree. Many new nodes have been added to retrieve mesh and curve data, sample UV surface, Node Group assets now show in the Add menu, and so much more.

Other improvements include a new Grease Pencil outline modifier and better Fill tool,  support for PBR extensions in .mtl files, animation editors improvements, major performance speed-ups, and much more.

Explore the release notes for an in-depth look at what’s new.

Blender 3.3 LTS

The latest long-term support release also received an update today, Blender 3.3.2 LTS. Learn more and download.


Another exciting milestone was achieved thanks to the Blender community and the over 3000 individuals and organizations contributing to the Blender Development Fund.

Happy Blending! 

The Blender Team
December 7th, 2022

And there is a video detailing the changes in 5 minutes:

You can check more information about Blender by visiting the Official Website. Grab the latest version of Blender by clicking Here. That's all, folks! Stay tuned at PPM for more news coverage on Blender!

Hi everyone! E1Elite, the leader of C&C AI Editor, has been busy recently in order to release C&C AI Editor and announce it in PPM forums. C&C AI Editor is an open-source utility to edit AI.ini and related files from Command & Conquer: Tiberian Sun and Red Alert 2, allowing you to edit Task Forces, Script, Team, and AI Trigger Types. The changes from C&C AI Editor were announced with the following words:

Update version

- Default start index used in ID generation is now 02000000.
- Default start index for TS Firestorm is now 03000000. Available in config as StartIndexFS.
- Custom script action parameter dropdowns with ScriptParamTypes section.
- Script action detail updates and adds YR Phobos script actions.
- AI Guide updates.

Attaching the updated version. Source code.

You can learn more about C&C AI Editor by visiting the Official Website or its topic at PPM forums. You can grab the latest version of C&C AI Editor by clicking Here. That's all, folks! Stay tuned at PPM for more news coverage on C&C AI Editor!

One vision, one purpose! Holland, the leader of TS Public Factions, has been busy updating the  TAM: Tiberium Advanced Militia, a faction he introduced some time ago.

For those unaware, TS Public Factions is a public Tiberian Sun project that strives to provide additional factions with new features & new theaters for other mods. Some of the factions are converted from available Yuri\'s Revenge mods (such as Reign Of Steel and Rewire) and public assets. Here are the official words about it:

Here's a little update:

- Need to fix the war factory buildup. I actually want to redo the whole thing. The entire box needs a better deconstruction.

- Harvester doesn't show above the roof of the refinery no more.

- Made a 2-height helipad for use with vinifera's new feature DockingOffset. But the feature is not merged yet.

A metallic pad and tech dome are potential replacements for the tech and pad I have now. These two are the only ones I finished completely, released here:

-I made an advanced powerplant Silo. (using vinifera's new feature to play additional animations on animations, but it is not working as intended atm) when the silo starts filling: particles are collected, transforming them into power when the silo is full. It's just a cool visual, can't let it actually give more power the more it fills, but that's okay.

Need to resize that circular building to 3x3. it charges a tesla superweapon. At the moment, it shoots an ion storm and puts a countdown timer on it, but that doesn't work since the timer stays in-game after the building is sold/destroyed. I will have to make a proper superweapon.

-many buildings still need a damaged frame, and others need small repairs.
- still need to model a: construction yard, walls, gates, base defenses, and probably something else.

You can check more information about TS Public Factions by visiting the Forums at PPM. That's all, folks! Stay tuned at PPM for more news coverage on TS Public Factions!

Hi everyone! Since the release of Dawn of the Tiberium Age 9.8.0, the DTA team has been working hard to fix bugs and they have released the first bug fix version. 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 are the official words about the Dawn of the Tiberium Age 9.8.1:

Version 9.8.1:
Released: Nov 18, 2022

  • Fixed: The defensive structures around the Civilian outposts on the "Frozen Bay" multiplayer map attacked the outpost's own walls, and ships weren't able to move under the southwest bridge.

  • Fixed: The Map Editor was unable to update, and as a result of that, it was no longer compatible with DTA's latest version.

For further information about Dawn of the Tiberium Age, visit its Forums at PPM. Download Dawn of the Tiberium Age 9.8.1. And this is all for today! Enjoy Dawn of the Tiberium Age and provide your feedback about it so it can get better.

One vision, one purpose! Last weekend, the team from Dawn of the Tiberium Age released DTA 9.8, as we reported here. Today, they posted an explanation spotlighting the features of this new version of the mod. Check it out on the words below:

You might've noticed that we released version 9.8 of DTA last weekend.

This is a relatively smaller patch, consisting mostly of balance and gameplay changes. They are, however, fairly important ones, and address several feedback items that our community has given to us over the last couple of versions. We'll go over the most significant of them and explain our motivations behind them.

Before that, however, let us mention we also added a bit of new content with this update: the "A Bridge Too Many" Co-Op mission, and the "The Ice Must Floe" multiplayer map. Grab some friends and go play them!

[3] A Bridge Too Many by Rampastring

[7] The Ice Must Floe by Chronoseth

Starting with the gameplay changes, we reduced the damage green tiberium causes to infantry by 37.5%. Previously green tiberium dealt as much damage to infantry as in Tiberian Dawn, while our maps, including tiberium fields, are typically are much larger. This denied infantry use in tiberium-heavy maps a bit more than we, and our players, liked.

Not surprisingly, the advanced infantry, two of which we added in the previous update, didn't have their balance entirely perfect, and they have been adjusted:

  • The GDI Grenade Launcher had a bug that caused it to never go prone, which effectively lowered its HP in some situations (most weapons in the game deal reduced damage to infantry that are prone). This has been fixed.

  • The GDI Grenade Launcher is no longer immune to crushing. It was never meant to be a front-line unit, since it has the range to fight behind tanks, and the speed for hit-and-run attacks.

  • The Allied Machine Gunner was found to be a bit too strong. Large groups of these were able to slaughter massive numbers of enemies without any backup from other units. To reduce its power, it will no longer go prone, its veterancy buffs have been reduced, and its damage against tanks has been cut by 20%.

  • The Chem Warrior and Shock Trooper were found to be outclassed by the GDI and Allied infantry additions. They've both got a 19% increase in HP. For the Shock Trooper, we also fixed a bug that caused it not to auto-fire on nearby enemy targets.

  • The Soviet Flamethrower infantry was found to be overpowered and was toned down; it fires slower and deals less damage to buildings, infantry and recon units. It is, however, still an effective companion to Soviet armies for its price.

We also adjusted the balance of some of our aircraft. We likely aren't done with tweaking aircraft yet, but here is a "first batch" of balance changes as we continue to work on more of them.

  • The ORCA was found to be a bit too weak for its price, so we reduced its price from 1100 to 1000. In case it is still found too weak, we'll be buffing it by other means, since the ORCA is a relatively high-tech aircraft and reducing its price below 1000 would feel wrong.

  • The A-10 Warthog was found to be too weak for an epic unit by most of our players. We specifically tracked this into it feeling too risky to use: its high damage made it extremely powerful when the enemy had no anti-air defenses, but due to its low HP, it was easy to lose even to the tiniest amount of anti-air, while a good AA cover left it no space on the battlefield. To reduce the risk-reward and make it more useful in all situations, we increased its HP and reduced its price, but also reduced its speed to make surprise A-10s and "A-10 kamikaze" less punishing.

  • The Yak was too strong and was the go-to aircraft to build as Soviets, even outclassing the Mig's anti-armour damage with its massive area of effect. We reduced its damage by 6% against buildings and 20% against tanks.

  • The Mig now deals 20% more damage against artillery and tanks. This makes the Mig truly fearsome against tanks, and gives the Soviet aircraft distinct roles where you want to prefer Migs against heavily armored targets, but Yaks against lightly armored ones.

And then, some individual unit changes:

We recently moved the Nod Cyborg epic to tier 3 (Research Facility) from tier 4 (Temple of Nod), alongside the Stealth APC. We felt this was good for making Nod's power progression more linear, but it also turned out to open the door to some really oppressive mid-game cheese attacks with Chem Warriors and the Cyborg in a Stealth APC, especially if the Nod player rushed for this combo. To balance it, we've moved the Stealth APC back behind the Temple.

Version 9.6 made the Chrono Tank actually powerful again, and now it truly works for multiple purposes, including epic fire support and surprise cheese attacks on the enemy's base. It is powerful enough that we felt it no longer needed its anti-air weapon.

Talking about anti-air, we felt that Allies needed to spam a bit too many of these to achieve an effective mobile anti-air defense. It made them tedious to micromanage, especially because Allies depend relatively a lot on numbers even when it comes to regular ground forces. We shifted its power to be less spam-based by increasing its price and damage, so you need fewer of them for a decent AA cover.

Finally, this is not related to gameplay anymore, but we also remade the mission briefing screens to be higher in resolution and closer to those of the original games:

New mission briefing backgrounds created by Bittah_Commander

That covers most of the changes for version 9.8. Alongside these, we've also been doing a lot of work helping CCHyper get the Vinifera engine extension ready to be usable for the whole TS modding community, and continued work on the Covert Revolt campaign, still scheduled for next year.

As usual, you can download the build here on ModDB, or if you have DTA installed already, you can update through our client.

See you on the battlefield, commanders!

For further information about Dawn of the Tiberium Age, visit its Forums at PPM. And that's all regarding Dawn of the Tiberium Age for now. Stay tuned at PPM for more news about Dawn of the Tiberium Age!

A new version of Dawn of the Tiberium Age has been released recently by their team. For those unaware, 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. The changes from Dawn of the Tiberium Age 9.8.0 were announced with the following words:

Version 9.8.0:
Released: Nov 12, 2022

  • Added: New multiplayer map "The Ice Must Floe" (Credits: Chronoseth).
  • Added: New Co-Op mission "A Bridge Too Many" (Credits: Rampastring).
  • Added: The Ammo Crates from TS were added as a map prop (Credits: Bittah Commander).
  • Changed: The in-game mission briefing screens have been improved for all factions by upscaling the backgrounds, adding a text box and adjusting the font colors (Credits: Bittah Commander).
  • Changed: Green Tiberium now does 37.5% less damage against infantry that walk over it.
  • Changed: The Grenade Launcher infantry will now go prone when fired upon and it can now be crushed by tanks.
  • Changed: The Chem Warrior and the Machine-Gunner will no longer go prone when fired upon.
  • Changed: The Shock Trooper and Chem Warrior now have 19% more hit-points.
  • Changed: The Machine-Gunner now does 20% less damage against heavy armor (tanks).
  • Changed: The Machine-Gunner now only gains a faster rate of fire when it becomes veteran and the buff to its elite weapon has been toned down to compensate.
  • Changed: The Disc Launcher now has 20% more hit-points.
  • Changed: The A-10 Warthog now has 22% more hit-points, its speed was reduced by 11% and its price was reduced from 1700 to 1500 credits.
  • Changed: The Yak now does 6% less damage against wood armor (recon units and buildings) and 20% less damage against heavy armor (tanks).
  • Changed: The ORCA's price was reduced from 1100 to 1000 credits.
  • Changed: The MIG now does 20% more damage against light armor (artillery and support units) and heavy armor (tanks).
  • Changed: Nod's Stealth APC now requires the Temple of Nod to be built again, instead of the Research Facility.
  • Changed: The Chrono Tank can no longer attack airborne targets.
  • Changed: The Soviet Flamethrower Infantry's rate of fire has been slowed down by 20%, its damage against infantry was reduced by 10% and its damage against buildings and recon units has been reduced by 20%.
  • Changed: The Anti-Aircraft Truck now has 19% more range against ground targets, it does 28% more damage against aircraft and its price has been increased from 400 to 500 credits.
  • Changed: The X-O Power Suit's rail-gun now uses a new sound (Credits: Bittah Commander).
  • Fixed: The SSM Launcher often missed its targets.
  • Fixed: The charge time for the Allied and Soviet Nuclear Strike super weapon was 5% longer than intended.
  • Fixed: The Shock Trooper didn't automatically fire at enemy vehicles/tanks.
  • Fixed: Nod's Barbed Wire had pixels that didn't properly darken on dark maps.

You can learn more about Dawn of the Tiberium Age by visiting the Forums at PPM. Grab the latest version of Dawn of the Tiberium Age by clicking Here. If you already have DTA, use the auto-updater to grab the latest version. And that's all regarding Dawn of the Tiberium Age for now. Stay tuned at PPM for more news about Dawn of the Tiberium Age!

One vision, one purpose! The staff from Notepad++ has been working hard these days, and they have just posted Notepad++ v8.4.7. 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++ v8.4.7:

A printing issue due to the Change History feature has been fixed in the 8.4.7 release.
A long-time issue, “empty session” because of forced Windows update restart, has also been fixed in this version.
Large file restriction is configurable, and Column Editor settings are remembered through the sessions.
There are more bug fixes and new features.

And the changelog:


Fix the empty session issue due to a forced Windows update restart. (Fix #9850, #12389, #5737, #4148, #2730… and much more)
Fix printing with extra background colors issue due to Change History. (Fix #12281)
Update to scintilla 5.3.1 and lexilla 5.2.0. (Implement #12327)
Updated nlohmann JSON to 3.11.2 and boost to 1.80.0. (Implement #12271, #12273)
Make large file restrictions configurable. (Fix #11389, #12260, #11670)
Optimize open/save large files time. ( Commit)
Remember Column Editor settings throughout the sessions. (Implement #12386)
Fix the plugin admin search issue. (Fix #12375)
Installer enhancement: prevent arm64 installer from installing on non-ARM64 system. (Fix #12320)
Installer enhancement: remember the “Don’t use_%APPDATA%” option. (Fix #12202)
Add new API NPPM_GETBOOKMARKID for getting bookmark ID. (Fix Commit)
Enhance the “Go To” dialog: update line/position data dynamically. (Fix #12284)
Fix lines hiding issue. (Fix #12184, #8149)
Fix language detected from content not applied if the default language is set. (Fix #11504)
Fix long filters that get truncated in the Find in Files feature. (Fix #12041)
Add ESC Key for aborting the “Move to Recycle Bin” confirmation prompt. (Fix #12117)

I am a hard-core user of this, and I just wish they could allow us to fully disable that nasty tab switch feature with mouse right-click and scrolling.

You can find more information about Notepad++ by visiting the Official Website. Download the latest version of Notepad++ Here. That's all folks! Stay tuned at PPM for more news coverage on Notepad++!

Greetings, Comrade General! The staff from Dream Textures has recently released Dream Textures v0.0.8. For those unaware, Dream Textures is a plugin for Blender that uses AI Generative Adversarial Networks to generate realistic-looking concept art, background assets, and more for Blender from a simple text prompt. It allows you to create textures that tile perfectly with no visible seam by using the 'Seamless' option. You can also use it to create quick variations on an existing texture. It requires GPUs with a massive amount of RAM to generate big textures (about 12GB or higher for 512x512 textures). Here are the goodies that comes with Dream Textures v0.0.8:

This update includes seamless upscaling, an improved render pass, a redesigned "Source Image" panel, model switching, DreamStudio integration, and more!

Choose Your Installation
Several versions are available. Find the one that will work for you.



  • Dream Textures for Windows (CUDA) - Local and cloud rendering with NVIDIA CUDA

    • Due to file size limits on GitHub, the add-on ZIP file is contained in a 7-Zip archive.

    • Install 7-Zip, right click on the downloaded dream_textures-windows-cuda.7z archive, select "7-Zip" > "Extract Here" to get the file.

    • In Blender preferences open "Add-ons" > "Install...", then choose the file.

  • Dream Textures for DreamStudio (Windows) - Cloud rendering with DreamStudio



Note Local generation is not available for Intel


Apple Silicon (M1/M2)

Installation must be completed manually. Follow the instructions under Contributing for more details.

After installing the appropriate add-on ZIP file, enable the add-on and expand it's preferences. There you will find further instructions for setup.

Local Generation
To setup local generation, you will need a model checkpoint file, such as:

  • Stable Diffusion v1.4

    • Download the file sd-v1-4.ckpt, and import it in the add-on preferences

  • Stable Diffusion v1.5

    • Download the file v1-5-pruned-emaonly.ckpt, and import it in the add-on preferences

  • Fine-tuned model

    • Other fine-tuned models compatible with Stable Diffusion can be imported as well.

DreamStudio Generation
To setup DreamStudio integration, find your API key and enter it in the add-on preferences.

What's New
Seamless Upscaling
Check "Seamless" to ensure tileable results from the AI upscaler.

Render Pass Color Management
Color Management settings are now correctly applied when using the Dream Textures render pass. This change is automatically applied, and ensures results match between manual runs of Dream Textures and automated runs via the render pass.

Advanced Presets
Choose defaults and create your own presets for advanced configuration.

File Batch and Iterations
Use a text file to run multiple prompts in a row, and set Iterations above 1 to try multiple seeds without interacting with the UI.

Init Image Redesign and Outpainting
The redesigned "Source Image" panel makes manipulating images easier to use. Various bugs regarding the "Mark Inpaint Area" brush have been resolved. Outpainting allows images to be extended beyond their original size. The "Prompt" mask source when inpainting allows you to choose a region to inpaint with a simple text prompt instead of a manual alpha-channel mask.

Asymmetric Tiling
Tile along a single axis, or both for the original behavior. This can give interesting results for images such as infinitely scrolling backgrounds, decals, and more.

DreamStudio Integration
Connect your DreamStudio account to generate in the cloud. This is optional, and separate lighter builds with the DreamStudio backend only are provided for users with incompatible hardware.

Model Switching
Import multiple models and switch between them quickly to experiment with fine-tuned and updated checkpoints.

Full Changelog

New Contributors

Full Changelog: 0.0.7...0.0.8

You can find more information about Dream Textures by visiting the Official Website. You can download Dream Textures v0.0.8 Here. And this is all for today! Enjoy Dream Textures and provide your feedback about it so it can get better.