Hello again! And it is still April 1st in some places on Earth, so we can finalize our "Too Good to be True" with this announcement on schedule. It is about time to reveal our plans to conquer the world for all of you! You know? He who controls the past commands the future! The problem is when the past is really tough to control! And that is the case of OS SHP Builder and its horrible code. I have been working for over a month to reform the code and most of its structures, starting with the document itself (splitting it from SHP (TS) file format), UndoRedo, TempView, Session control, and several other components. The code I have here is quite different from 3.3x already, but it incorporates all its features, so don't worry about that.

We have goals for the upcoming OS SHP Builder 4.0.

  • In a very low term:

    • Auto-Save Session: You will be able to resume your work if the program closes unexpectedly.
    • Undo/Redo History Viewer: You will be able to view a Window with all your Undo/Redo history (and also see the recent ones on Undo and Redo buttons) and move to them if you feel like it.


  • In a medium-term:

    • Tertiary color selection in addition to Primary and Secondary colors.
    • Redesign of the Brush buttons: We will have the following set of tools available: Select, Magic Wand, Color Selector, Add Selection To Collection, Brush, Stamp, Shape, Fill, Replace Color, Transform. Each tool will have a set of options where you will be able to choose "Type, Shape, Size, Range/Scope and Color Options. Let's explain each of these things below

      • Select allows you to select a box, ellipse and other shapes in the image. Once selected, you can move these pixels in the image or copy and paste them elsewhere.
      • Magic Wand is a selection tool based on Flood and Fill.
      • Color Selection is one of the remaining things of OS SHP Builder 3.x, where you can select the color from a pixel.
      • Add Selection to Collection allows you to add the selected pixels as a new image in your collection, and you will be able to reuse it on Stamp for your upcoming sprites or even share it with the community, in a later time.
      • Brush allows you to paint shapes using the selected colors in the picture. You will be able to brush customized shapes using your first, secondary, and tertiary colors. You will also be able to brush using effects such as the ones you know in OS SHP Builder 3.x, such as Snow, Damage, etc.
      • Stamp works similarly as Brush, but your selected colors do not affect the shape you are using to paint. You can use it to place a Nod logo in your unit or use some of the likings of Dark Elf's Copy and Paste Pack in a very friendly way.
      • Shape allows you to create rectangles, ellipses, and other polygonal shapes.
      • Fill is the evolution of Flood and Flll with additional options.
      • Replace color allows you to replace colors on the current selection according to the options you choose.
      • Transform allows you to rotate, mirror, flip, erode, distort, among other transformations on selection.

    • And the options:

      • Type allows you to choose the variations of the tools.
      • Shape pops up a list of images or vectorized graphs to be used as the shape of your tool.
      • Size allows you to make your shape bigger or smaller.
      • Range/Scope allows you to limit the scope affected by the tool. It can be inside the current selection, at the current frame, all opened frames from the same SHP, new frame, new SHP, etc.
      • Color Options allows you to choose if the primary, secondary, or tertiary colors will affect your tool or not.


  • In a very long-term:

    • Generative AI support (requires an external tool, yet to be released):

      • AI will be able to generate new stamps, given a user prompt.
      • AI will be able to select parts of the picture, given a user prompt.
      • AI will be able to code and execute a chain of commands, as a modding assistant, given a user prompt. (You will be able to save this command if you like its effects).



Other than that, expect a faster and more stable tool with fewer memory leaks and well as surprises. I will continue supporting OS SHP Builder 3.3x while 4.0 has not been released. Right now, I am finishing reforming the whole code of the program making it support the new Document structure. Because this change affected almost every line, I am not being able to compile the current version of the program. So, I have no screenshots yet, sorry. The next step is to resume the Session saving.

Once we have a feature of the low-term list, I plan to make it public on the OS SHP Builder's SVN. If you have any suggestions and feedback, post it here!

Hello everyone! It is still the first day of April in places like Hawai, so, our "Too Good to be True" event continues! We have two announcements to do before it ends. One of them would be a release, but it will definitely not be possible to be a release, because the effort to release it has proven to demand too much effort. And despite all my efforts (I have been sleeping terribly these days), I couldn't finish it.

So, let's go to the announcement number 1!

And the announcement is.... from April 2nd on, we will resume our usual community news posting job.

It is something that I stopped doing back in January to focus all my efforts on the next announcement. But now I have no more deadline, I can work more calmly.


Now, you must be wondering what was the surprise that I am still working and I was supposed to deliver today, right? Check the next news post.... soon!

Welcome back, Commander! And first of all, a big thanks to wow4ik81 for the feedback on the latest Open Source SHP Builder release. We have received reports that Show Grids was displaying an error. Even when it did not display an error, it had a weird behavior. But fear not! Reinforcements have arrived with Open Source SHP Builder 3.38 Beta 29, which makes the Show Grid feature work better than ever before!

For those unaware of what is being written here, Open Source SHP Builder is a pixel art editor dedicated to old Command & Conquer games, such as Tiberian Dawn, Red Alert 1, Tiberian Sun, Red Alert 2, and the modern OpenRA. It is free, and open-source. It allows you to edit any .SHP animations and graphics used by these games.  It provides a friendly user interface and its own set of features to help you create cameos, quickly,  replace colors (changing faction from units, for instance), create snow or crashed versions of buildings, import and export several kind of graphics taking into account singularities from all covered games, among many other features. Here is the official announcement that I have posted on Open Source SHP Builder's SVN about Open Source SHP Builder 3.38 Beta 29:

Quote:
This revision comes with a fully functional Show Grid for TS and RA2. It works better than in any other previous version because I have re-coded the whole thing from scratch in a much smarter way.




If you are curious about Open Source SHP Builder, visit the Official Website to obtain further information about it. Grab the latest version of Open Source SHP Builder by clicking Here. That's all, folks! Stay tuned at PPM for more news coverage on Open Source SHP Builder!

Howdy everyone! Our beloved April 1st has started in China, Japan, Russia, Australia, and it begins with a big surprise:  a new version of Open Source SHP Builder called Open Source SHP Builder 3.38 Beta 28. For those unfamiliar with it, Open Source SHP Builder is a pixel art editor dedicated to old Command & Conquer games, such as Tiberian Dawn, Red Alert 1, Tiberian Sun, Red Alert 2, and the modern OpenRA. It is free, and open-source. It allows you to edit any .SHP animations and graphics used by these games.  It provides a friendly user interface and its own set of features to help you create cameos, quickly,  replace colors (changing faction from units, for instance), create snow or crashed versions of buildings, import and export several kind of graphics taking into account singularities from all covered games, among many other features. The changes from Open Source SHP Builder 3.38 Beta 28 were announced with the following words at the SVN:

Quote:
OS SHP Builder has finally reached the 64-bit era! We have revisited its code to support newer Delphi IDEs and 64 bits. With 64 bits, OS SHP Builder will be able to use more than 3GB of RAM, which allows you to use bigger zoom levels, load more images at once, among other things. The IDE change has also forced us to use different libraries for PNG and GIF support.


Do you believe in that? The last version of OS SHP Builder that brought a new feature was released over 1356 days ago... which is close to 4 years ago. So, it has been a while, isn't it? Now, the support for this beloved program resumes, and we will be fixing bugs as soon as our community reports it, preferentially in our forums.

The 64-bit conversion was not trivial. I had to edit a bunch of files and dive into several .asm codes to adapt them to 64 bits or convert them into comprehensive code. Assembly is not something that I handle well. It took time, but it was worth it, and hopefully, we will see more interesting features appearing in OS SHP Builder from now on!



For further information about Open Source SHP Builder, visit the Official Website. Download the latest version of Open Source SHP Builder Here. And this is all for today! Enjoy Open Source SHP Builder and provide your feedback about it so it can get better. I hope you enjoy it!

Hello everyone! You might have noticed that we are still silent in the news, but we have good reasons to do so. In Brazil, we have a saying that the year only starts after Carnival, so it was supposed to have started already, but there is a date on the web that is more important than Carnival. It starts on the very first second of the first day of the next month in Kiribati (Christmas Islands) GMT + 13 and ends at the very last second of the first day of the next month in Baker Island (-12 GMT).

It is a big day, and we have big plans for it. We still don't know exactly what we will end up doing on it, whether we will have releases or not, or at least an announcement that will give direction for this site for the next months. We are calling it "Too Good To Be True Event" without being sure that it will be good or not. The clock is ticking. Our progress so far is behind schedule. But even if we don't get everything we want online at that day, we may postpone some things, but not the event itself.

Greetings, Comrade General! A new version of C&C World-Altering Editor, known as C&C World-Altering Editor v1.4.0, has been released recently by ^Rampastein. For your information, 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 is what we know about C&C World-Altering Editor v1.4.0:

Quote:
New version with support for alpha lights and options for megamap image generation, making WAE able to render directly usable megamaps and map previews for both TS and RA2.

  • Added support for rendering alpha images attached to buildings and terrain objects
  • Added options for customizing map preview or megamap generation. It is now possible to crop the preview or megamap to the map's visible area, to emphasize resource-containing cells, and to mark player starting locations. These behaviors mimic the behavior of the C&C Map Renderer tool.
  • It is now possible to hide tunnel tubes
  • Fixed issues where raised terrain could hide extra graphics of cells placed below them

    • Known issue: Cliffs are now worse at hiding objects like trees and buildings than before. However, some testing revealed that the original game is equally bad about this, so you should avoid placing objects behind cliffs even if WAE displayed them properly.

  • Fixed a bug where goodie crate overlays were offset incorrectly
  • Fixed an edge case where script actions were loaded differently from the game in case some script actions had been manually commented out
  • Fixed an edge case where task force members were loaded differently from the game in case some members had been manually commented out
  • (TS Client) Fixed a bug where text trigger lines were not loaded


If you are curious about C&C World-Altering Editor, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven to obtain further information about it. Download C&C World-Altering Editor v1.4.0. And that's all regarding C&C World-Altering Editor for now. Stay tuned at PPM for more news about C&C World-Altering Editor!

Hello, ladies and gentlemen! At Project Perfect Mod, we wish a happy 2025 for all of you! We wish a healthy, peaceful, and resourceful year for every visitor. This last year was a tough one for this site due to server problems, and at the end of the year, I had some sort of burnout: I had to slow down, which is why I am posting this news a bit later than usual. But I am feeling better now with my energies renewed. I have a lot of work in progress in my backlog and I hope to end, at least something of them during this year.: OS BIG Editor code revamp (to support different package files in one and .mix file support), Voxel Section Editor III improvements (your recent request was not ignored G-E), several forum features (especially post reactions), some generative AI projects, among other things and.... my PhD project which I did not finish doing.


2024 for the PPM Community:


In the past year of 2024, I have worked much more to keep the existing things working other than finishing features. I particularly do not remember any forum feature that emerged this year, even behind the scenes. However, there was extensive work to fix the disaster caused by some changes in the PHP settings of the server. Even PPM SVN has gone offline at some point because of it.

Voxel Section Editor III has received 64-bit support and several user experience improvements, while OS .BIG Editor now supports .ZIP files and covers most if not all games from Petroglyph Games.


Future Plans for PPM Community:

This part of the news post will be repetitive toward the previous years because our plans did not change much. We still understand that the PPM community relies on user-created content to keep it fresh, alive, and kicking. The massive news creation allows me to contribute, but this is not enough. We need your posts, created assets, mods, feedback, doubts, etc. So, it is time to update our plans for the PPM Community for the next year and beyond with minor changes. Note that these items do not follow any priority order.


Content:

-> Improve the internal news creation tool to quickly allow the creation of other types of news posts: It would be fun if we had a weekly resume of the attractive SHP, Voxel, 3D, maps, etc. that were submitted in the forums. Also, we need to figure out means to facilitate the conversion of certain external news posts and to import news from Discord, which is quite complicated, to say the least.

-> Create more content for Project Perfect Game: PPG's content needs to cover the game engines that its news posts are covering. Right now, we only have a subset of the content of PPM on it, but the idea is that it will eventually grow into its own thing. We already have the infrastructure to do that. It also needs its own art, buttons, and a few things that will give its own identity.

-> Create Generative AI technologies: Use generative AI to create assets and allow users to generate assets with the restrictions of the games we cover in mind. We should add this kind of tool to Voxel Section Editor III, OS SHP Builder, and other tools.

-> Context-based post content: We plan to add a BB code to allow parts of a forum post to be visible only on forums or only on PPM, PPG, RA2 PPM, TS PPM, or C&C PPM.... or a mix of them. With the creation of the PPM subsites and PPG, we are in dire need of this feature. I'm still trying to figure out the best way to do that without compromising our RSS feeds.


Forums:

-> Re-plan the use of the forum keywords by the users: Right now, when you create a post, you have the option to write some keywords for it. They will only show up if a moderator/admin approves it. But this is definitely a terrible way to use it because keywords will only be useful if they follow some standards. And this is a task for those who organize the forums. So, our idea is to have a fixed set of keywords in each forum that should be allowed to be used, which should affect its organization. I.e., If you want to report a bug from a project, you could highlight the "#Bug" keyword in your topic. If a moderator of the forum eventually fixes your reported bug, it could add a #Fixed to your topic or any other keyword that fits. Then, you could view all topics with #Bug in the forum if you hit the highlighted word at the top of the forum view. Things like that could also be helpful in reducing the number of forums here. Let's say you have a mod. Instead of having a forum for each faction, you could replace it with the use of keywords #GDI, #Nod, #Forgotten, etc. The possibilities are countless.

-> Modernize the forums' user interface: We want to make it become more friendly to browse it with mobile devices. Also, we want to allow posting, editing, and other common tasks to be faster and as comfortable as a chat in Discord. We also plan to bring friendly URLs, HTML5 support, etc...

-> Add reactions to forum posts like what you have in the most modern chat programs.

-> Add multiple participants for Private Messages, transform it into a conversation, and Report this Post to a Moderator: Right now, you can only PM a single person, and this is quite unattractive when you have Discord, Whatsapp and so many other better messaging options. A Report this Post to a Moderator feature requires PMs to multiple participants. Otherwise, the best thing we can do is Report this Post to Banshee. We also need a better mechanism to warn when a PM receives a response.

-> Allow users to create communities in PPM forums that are detached from PPM's forum organization: We want to eventually allow any forum user to create forums without my interference. However, these forums would not show up on the ppmforums.com index, although they would still be publicly accessible if desired by the owner of the community. So, if you have a project, instead of requesting hosting here, you would simply create a forum for it. If it is good enough, we will promote it in our index. Otherwise, it would be ok. Of course it is something that our current infrastructure is not ready to run, and when it becomes available, it would also require a lot of attention in terms of content, security issues, and bugs. This is a long-term plan.


PPM and Subsites:

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


Modding Tools:

-> Progress with my doctorate project to transform low poly pixel art into highly detailed images: The scope of my Ds.C. thesis is broader than that, but a super-sampling application of it would help us to convert our SHP files into something that could be used in other games and projects.

-> Add Python support: Make sure the existing community tools support Python to extend their functionalities with AI and plugins.

-> Add plugin support: Make sure the existing community tools support external command line tools to extend their functionalities.

-> Progress with VXLSE III's 3D model export feature: This is important if we plan to become a community that modifies or develops 3D games. We have many voxel assets that would be very useful in newer games if we are able to convert them. Don't expect this to be finished at any time soon since I have a doctorate to finish first, and my thesis will be used on this solution (being a small but significant part of it). VXLSE III could also receive a different interface to allow the user to model voxel models in a similar fashion that is done with CAD modelers.

-> Allow OS .BIG Editor to load multiples types of packages in one, receive third-party plugin support, CLI support, API support, etc.


And that's all for now. I hope you have a great 2025 and my PHP let us progress this time!

Tiberian Sun Client 7.0 is out!
Jan 01, 2025 - 06:46
Are you picking this up? Good! There is a new version of Tiberian Sun Client released under the name Tiberian Sun Client 7.0. For those unfamiliar with it, Tiberian Sun Client is a complete, stand-alone Tiberian Sun package for both players and modders. It fixes all known (fixable) bugs in Tiberian Sun and offers a ton of new functionality, including a new, easier-to-mod file structure, new game options, and pre-defined starting locations and teams. With the Client's bug fixes and enhancements, Tiberian Sun players get a significantly enhanced experience compared to the original game while enjoying gameplay that is exactly identical to the original game. For modders starting a new Tiberian Sun mod, it is not required but highly recommended that you begin with installing the TS Client. The new file structure directly exposes the most critical INI and MIX files of the game, meaning that you don't need to download any special tools for most basic modding. Here is what we know about Tiberian Sun Client 7.0:

Quote:
Version 7.00
Released: Dec 23, 2024

  • Added: Quick Match (Credits: xme).
  • Added: Support for 702 waypoints in FinalSun dropdown menus (Credits: E1 Elite).
  • Added: Veteran Balance Patch v2.50 is now included as a game option in skirmish and multiplayer.
  • Added: World-Altering Editor has been added as the default map editor (Credits: Rampastring, ZivDero, MortonPL, Shush, Starkku, Crimsonum, Bittah Commander).
  • Added: A Russian language option for the client (Credits: mah_boi).
  • Added: A German language option for the client (Credits: MarkJFox).
  • Changed: Updated XNA CnCNet Client to version 2.11.3.0 with integrated second-stage updater (Credits: Kerbiter, SadPencil, Rans4ckeR, Starkku, mah_boi, devo1929, Rampastring, frg2089, Crimsonum, neogrant). Changes include:

    • Added: Full localization support.
    • Added: Option to add maps into favorites.
    • Added: "Stretch Videos" and "Integer Scaled Client" checkboxes on the client's Options menu's Display tab.
    • Added: Ultra-wide monitor support.
    • Added: Improved cross-platform support. The client now includes an experimental .NET 8.0?variant for Linux/macOS users.
    • Changed: Reworded privacy notice.
    • Changed: Discord handler is now disposed on client exit.
    • Changed: Updated client updater.
    • Changed: The client now requires .NET Framework 4.8 for Windows users.
    • Changed: Accelerated startup speed for users with a poor Internet connection.
    • Changed: Optimized the time cost of copying large files by implementing hard linking.
    • Fixed: The main menu music track still played after the client had closed.
    • Fixed: The volume level showed as 10 even though it was set to 0.
    • Fixed: Numerous crash conditions on CnCNet lobbies or LAN lobbies.
    • Removed: Several obsolete DLL files.
    • Many more bug fixes and minor improvements by various contributors, which are hard to list.

  • Changed: Updated client launcher to version 2.0.8 (Credits: Rampastring, Rans4ckeR, neogrant, SadPencil, Kerbiter, Starkku, Crimsonum). Changes include:

    • Added: Unblock Internet files on startup.
    • Changed: New WPF-based message box with high DPI support and auto resizing.

  • Changed: The fix from version 6.00 to prevent units from getting stuck on the beach terrain type has been reverted (Credits: Crimsonum).
  • Changed: Updated the CnC-DDRAW renderer from version 4.4.5.0 to 7.0 (Credits: FunkyFr3sh).
  • Changed: Updated the DDrawCompat renderer from version 0.2.1 to 0.5.4 (Credits: narzoul).
  • Changed: The client now displays a different image and message when you start a mission with modified game files.
  • Changed: The FSP version was updated (23-03-2024) to allow FinalSun to load all of its mix files from folders (Credits: E1 Elite).
  • Changed: ECache00.mix and ECache01.mix have been renamed back to Temperat.mix and Snow.mix.
  • Changed: The buttons from the "Extra" menu have been moved to the bottom of the main menu and were scaled down (Credits: Bittah Commander).
  • Changed: All SHPs from IsoTemp.mix/IsoSnow.mix have been moved to Temperat.mix/Snow.mix, and DemandLoad, DemandLoadBuildup, and FreeBuildup have been removed from everything in Art.ini (Credits: Bittah Commander).
  • Changed: Ammo01.shp, wake1.shp, and wake2.shp have been moved from Tem.mix/Sno.mix to Temperat.mix/Snow.mix (Credits: Bittah Commander).
  • Changed: The traffic on the "FS Cityscape" has been improved (Credits: Bittah Commander):

    • Changed: Two RVs and a Truck now continuously respawn after driving out of the map at the end?of their route.
    • Fixed: Two buses and a car drove over the dirt at the start.
    • Fixed: One of the trains got stuck at the edge of the map after a single loop.

  • Fixed: Some minor misc. oversights like incorrect firing offsets, incorrect voice responses, etc. (Credits: Crimsonum).
  • Fixed: Incorrect Start, LoopStart, and LoopEnd values on building animations in art.ini (Credits: Crimsonum).
  • Fixed: Unsupported apostrophe characters in mission briefings have been replaced (Credits: Crimsonum).
  • Fixed: Incorrect or missing TechLevel, Owner and/or Crewed values on deployed vehicles in order to improve Survivor mechanics (Credits: Crimsonum).
  • Fixed: Various debris animations specified a non-existent explosion (Credits: Crimsonum).
  • Fixed: Made some changes to the client INIs and folder structure to remove dependency from the default theme (Credits: Mah Boi).
  • Fixed: Replaced all slashes in client INIs from \ to / for cross-platform support (Credits: Mah Boi).
  • Fixed: Adjusted the position of the client's privacy policy notification "Got it" button (Credits: Mah Boi).
  • Fixed: Ten special characters (most notably the apostrophe) had an excessive gap in front of them in mission briefings (Credits: Bittah Commander).
  • Fixed: Visceroids were disabled in the first Tutorial mission because they were allied to both GDI and Nod (Credits: Bittah Commander).
  • Fixed: The BIGBLUE animation is no longer remapable (it now looks the same as BIGBLUE3) and it no longer changes its colors or brightness after you load a saved game.
  • Fixed: The announcement voice didn't switch from CABAL to EVA in Nod Firestorm missions 07-09 because SpeechSide wasn't working (Credits: Rampastring).
  • Fixed: Docked aircraft failed to follow scripted actions (Credits: Rampastring).
  • Fixed: A few global medium AI triggers had incorrect teams and/or conditions (Credits: Crimsonum).
  • Fixed: Incorrect tech level on various Firestorm global AI triggers (Credits: Crimsonum).
  • Fixed: Trees would appear as their shadow frame in blue colors whenever they happened to end up with exactly 1 HP remaining of their health (Credits: E1 Elite).
  • Fixed: The "FS Cityscape" multiplayer map had Tiberium on an impassable cell that could cause harvesters to get stuck when harvested (Credits: Bittah Commander).
  • Fixed: TS GDI Campaign missions (Credits: Bittah Commander):

    • GDI 2: Secure the Region:

      • Visceroids and Nod are no longer allied to one another.
      • GDI is no longer allied to Visceroids (you could only attack them by force-firing, but they?still attacked you normally).

    • GDI 3A: Locate and Secure Crash Site:

      • Visceroids and GDI are no longer allied to one another.
      • Nod is no longer allied to Visceroids (Visceroids already weren't allied to Nod).

    • GDI 3B: Capture the Train Station:

      • Nod fired at certain civilians under the shroud when they wandered into firing range.

    • GDI 4: Defend the Crash Site:

      • Infantry that dies on Tiberium no longer turns into visceroids.

    • GDI 5A: Destroy the Radar Array:

      • Visceroids and GDI are no longer allied to one another.
      • Nod no longer attacks civilian buildings.
      • The "These critters don't look too friendly" speech will no longer play after Nod has already?provoked the Tiberian Fiends.

    • GDI 6B: Destroy Vega's Base:

      • Nod is no longer allied to Visceroids.
      • Visceroids are no longer allied to GDI.
      • Certain Nod units attacked Civilian structures under the shroud.

    • GDI 7: Recapture Hammerfest Base:

      • Visceroids are no longer allied to GDI and Nod and vice-versa.
      • Your units no longer automatically fire at the defenses of the captured GDI base.
      • The reinforcements that are dropped off after destroying the SAM-Sites no longer auto-fire?at structures of the captured GDI base.

    • GDI 8: Retrieval of Disrupter Crystals:

      • Nod is no longer allied to Visceroids (Visceroids already weren't allied to Nod).

    • GDI 9A: Rescue the Prisoners:

      • Infantry that dies on Tiberium no longer turns into visceroids.

    • GDI 9B: Destroy Chemical Supply Station:

      • Nod and Mutants are no longer allied to Visceroids (Visceroids already weren't allied to?them).

    • GDI 9C: Mine the Power Grid:

      • The Tiberian Fiends in the intro no longer rapidly alternate between standing and lying?down or gliding over the ground while lying down.

    • GDI 9D: Destroy the Chemical Missile Plant:

      • Added a missing ramp piece.
      • GDI, Mutants, and Nod are no longer allied to Visceroids (Visceroids already weren't allied to?them).

    • GDI 10B: Destroy the Prototype Facility (B):

      • Removed a floating tile that was visible through the shroud.

    • GDI 11: Weather the Storm:

      • The bottom-left edge of the map no longer looks glitched.

  • Fixed: TS Nod Campaign missions (Credits: Bittah Commander):

    • Nod 3A: Destroy Hassan's Temple:

      • Replaced an erroneous flat tile in the middle of a ramp.

    • Nod 4A: Eviction Notice:

      • The top edge of the map looked glitched after the map resized during the victory sequence.
      • The truck in the victory sequence now fully exits the map before the mission ends.

    • Nod 4B: Blackout:

      • Removed a wall piece that was overlapping a component tower.

    • Nod 5: Salvage Operation:

      • Two Nod Light Infantry destroyed a bus blocking the tracks right at the start of the mission instead of waiting until the train approached.
      • The two Nod Light Infantry will no longer keep firing at the tracks if the bus that they're meant to target is somehow already destroyed when they receive the order.

    • Nod 6A: Sheep's Clothing:

      • Visceroids and Nod are no longer allied to one another.
      • Tratos now spawns with green colors and changes to red only after you capture him.
      • The mutants will no longer fire at Tratos when he surrenders.
      • The edge of the shroud surrounding the bottom Light Tower no longer looks blocky at the?start of the mission.

    • Nod 6C: Locate and Capture Umagon (B):

      • It was possible to win the mission by destroying the first train after Umagon was already?unloaded from it.
      • Destroying the last train after Umagon has already boarded it no longer causes you to lose?the mission.

    • Nod 9A: Re-establish Nod Presence:

      • Nod is no longer allied to Visceroids (Visceroids already weren't allied to Nod).

    • Nod 9B: Protect the Waste Convoys:

      • You can no longer select and control the weed eaters once they start moving to exit the?map.
      • An out-of-place cliff corner has been removed.
      • The screen is now positioned on your starting units at the start of the mission instead of in?the shrouded center of the map.

    • Nod 10: Destroy the Mammoth Mk.II Prototype:

      • The mission number was changed from "10A" to just "10" because it's too long for the?default saved game name otherwise, and no "10B" exists anyhow.
      • The Upgrade Centers (referred to as Comm Centers in the briefing) that you need to?infiltrate have been replaced with Radars.
      • During the weapon test sequence, the Mammoth Mk.II could end up indefinitely firing at the?ground, leaving the mission in a permanently locked state.

    • Nod 11: Capture Jake McNeil:

      • You didn't lose the game when Jake McNeil died until you lost all Nod units as well.
      • You now lose the game if Jake McNeil is your only unit left alive.
      • GDI no longer attacks Jake McNeil after you've captured him.

    • Nod 12A: A New Beginning:

      • The ICBM Launchers jumped up by a cell when you deployed them and then disappeared?after you un-deployed them again, causing you to fail the mission.

  • Fixed: FS GDI Campaign missions (Credits: Bittah Commander):

    • GDI 08 [FS]: Factory Recall:

      • Moving a unit onto one of the cells next to the walls surrounding imprisoned civilians now?causes alternating voice lines to play off the civilians calling out for help.

    • GDI 09 [FS]: Core of the Problem:

      • Because this map only has AI triggers for Medium difficulty, they have now been enabled for easy and hard difficulty as well to make the AI more active.
      • A piece of an incorrectly placed cliff was visible through the shroud at the start of the?mission.
      • The timings have been adjusted for the Core Defender activation video and CABAL voice?line so that the Core Defender won't already have un-deployed by the time those start?playing on the "Faster" game speed (60 FPS).

  • Fixed: FS Nod Campaign missions (Credits: Bittah Commander):

    • Nod 03 [FS]: Tratos' Final Act:

      • The edges of the shroud glitched after capturing a GDI caused an area to be revealed.

    • Nod 04 [FS]: Mutant Extermination:

      • Mark the beacon on the radar every time the 2nd objective (return the truck to the?beacon) is repeated.

    • Nod 05 [FS]: Escape from CABAL:

      • A cliff piece didn't properly connect to the water.

    • Nod 06 [FS]: The Needs of the Many!:

      • GDI's aircraft didn't respond to any of the villages being attacked.
      • GDI's radar is no longer disabled, but it now instead has Power=0 so that the player won't?lose power after capturing it.

    • Nod 07 [FS]: Determined Retribution:

      • The first reinforcements that you received after fixing the eastern and western bridges were?swapped and moved across the map to the end of the other bridge.
      • The Firestorm Wall and Laser Fence surrounding the CABAL Core were deactivated because?they didn't have any power.
      • You couldn't hear all of CABAL's taunts at the end of the mission if the game speed was?higher than "Slow" (20 FPS), so the delay between them has been increased to make sure?that they can all be heard at 60 FPS.

    • Nod 08 [FS]: Harvester Hunting:

      • After saving the civilians, the trucks in the village will now blow themselves up and drop a?crate instead of requiring the player to force-fire at them to get the crate.
      • You can no longer hear or see the ORCA Transport take off at the edge of the map before?delivering your reward for saving the civilians.
      • After saving the civilians, the ORCA Transport now directly drops off 3 crates instead of trucks that explode before dropping crates.
      • The condition for playing one of CABAL's taunts has been changed from building a GDI War Factory to a time interval after the ORCA Transport has dropped off the crates (and Engineers).
      • After capturing a tech center gives you access to an MCV, building and deploying it now?gives you access to Nod structures instead of GDI ones.
      • The bus in the lower left corner of the map will no longer reveal shroud for the player if?damage causes it to move at some point.

    • Nod 09 [FS]: Core of the Problem:

      • Because this map only has AI triggers for Medium difficulty, these have now been enabled?for easy and hard difficulty as well to make the AI more active.
      • The Rocket Infantry that you receive as reinforcements at the start now scatter after?spawning, instead of standing on the same sub-cell and overlapping one another.
      • Multiple of CABAL's bases (including all Obelisks of Light on the map and most SAM-Sites) started with insufficient power to function, so 2 Advanced Power Plants were added to?compensate.
      • The timings have been adjusted for the Core Defender activation video and CABAL voice?line so that the Core Defender won't already have un-deployed by the time those start?playing on the "Faster" game speed (60 FPS).

  • Removed: Lin Kuei Ominae's large Kodiak.
  • Removed: The DxWnd, DDWrapper and IE-DDRAW renderers.



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