Hello everyone! Today, September 30th, is PPM's anniversary! We have survived for a very long 22 years already, and to remind you that everything started with a Tiberian Sun mod called PPM: Final Dawn, and today we have a little fun monster that provides everything except the download from PPM: Final Dawn. I reiterate that I still plan to finish this mod one day.

Our little old PPM monster has a lot of content to offer, most of it created by you, visitors. From hosted mods to tutorials, graphical resources of several kinds, sounds, maps, and an active community. Perhaps not as active as we had in earlier years, but it still survives the immediatism of today's internet. I mean, most of the internet forums are losing their popularity to communication tools that pose a faster-messaging pace, such as Whatsapp, Telegram, and Discord groups. Some people want quick and dedicated tech support. Others seem to have too much free time on their hands. For these people, forums are archaic tools. Considering the military thematic of the games covered here, Discord seems to be the big winner among the three tools I've mentioned earlier, as it is easier to be anonymous there (just as here), since some of the people who are interested in these games might have very questionable principles to say it in light terms. Some, in this case, mean minority, just to be clear. Discord also wins by being an excellent tool to stream to many people.

PPM was never made with this immediatism in mind. Sorry if it disappoints some of you. If you want the fastest responses for your modding doubts and the fastest feedback for your projects, PPM might not be the best place for it. But that's not a bad thing at all because PPM complements it. Time helps you to think twice (or more) and provides more elegant and constructive ideas. The human brain doesn't work well if you are hot-headed, let's be honest. Also, a slower pace of messaging allows you to focus your energy on your projects as well. PPM was never meant to be an overcrowded place but rather a place where you can comfortably pay attention to everything posted here. In forums overloaded with posts and spam, it is hard to catch and organize interesting content. And if people post too quickly there, dialogs might be compromised. If you expect useful responses, you have to expect people to actually read and pay attention to them.

Forums also have the advantage of being tracked by search engines. So, what you post here can be registered for posterity and help those who look for answers to their problems using search engines, which happen to be many people. Bear in mind that the number of registered users who browses the forums happen to be less than 5% of all visitors, so if you think that few people are responding to your post, it doesn't mean that few people read it in the first place. Discord, Whatsapp, and Telegram posts are not meant to be exported outside their environment. While this is good for the privacy of their posts, it is bad if you want to use these tools to spread the word to the world. For us, in PPM, it is much easier to spread news posted on ModDB than on Discord because we can track, import, and transform the format of this news to one compatible with our forums. If you post it on Discord, we have to do the procedure manually, which takes much more effort from our side.

However, prosperity is a crucial word for PPM and our 22 years of survival. If you post your content here, we make it available for as long as possible unless you post something absurd that violates laws or offends people. If a group of rogues posts certain kinds of crap on Discord public channels, there is a risk that the whole channel will be deleted, and years of interesting content may disappear in the blink of an eye. Here we are more careful simply to filter the crap and keep the rest. Of course that there is a risk of PPM eventually ending, which is definitely not on my plans, but our data is being exported to other sites, search engines, and the Internet Wayback Machine. So, something will be salvageable.

Some people think that I want to create a sort of PPM LLC or want to conquer the world by it gathering the whole community in its back, but my main priority is to make a comfortable place that is easy to maintain. And maintenance doesn't simply mean that the place works, but it should also have a constant flow of new content. Otherwise, people will lose interest in it. From my end, the kind of content I can create is news posts, updated tools, the Final Dawn mod, tutorials, etc. Unfortunately, my real life prevents me from doing everything simultaneously due to time constraints and other matters. And it can get worse once I get a job, constitute a new family, etc. So, I focus my energy on making PPM sustainable even if I have to be absent for some time. This is why I prioritize the news posts. They help to motivate others to visit the site by showing the activity of the community and also motivate people to be part of the news by having their content advertised to the rest of the community. Last year I made a tool that allowed me to post news much faster (from 30min to 2 hours being reduced to a few minutes in some cases). With a faster flux of news comes the need to organize these news posts, which is why one of the last year's birthday gifts was the subsites.

I still have work to do in terms of news posting tools to allow us to properly spotlight the resources you guys submit, as well as the content from other communities, but what was made so far has helped us to advance a lot in terms of news posting. I also have to progress a lot to facilitate the use of keywords on voxels, SHPs, and other resources.... as well as for your use in your mods. It will eventually be done, and something interesting will come out.

For now, we have a couple of smaller gifts to provide for this birthday:

1) We now have a Command & Conquer Generals subsite: https://generals.projectperfectmod.com.

2) The news posts from our subsites were fixed. You should no longer see broken quotes, broken videos, etc.

3) We have also tagged all tutorials that were submitted recently. So, if you search for #Tutorials #RedAlert2 (or replace #RedAlert2 with the game that you want), it will feature all tutorials. You can also browse the tutorials by using other keywords used in these tutorials.

It is also worth mentioning for those who like chatting that our forum backend engine was recently updated to allow new posts to show up as they are posted when you view topics. However, I still have to work on post edition and deletion. I have to work on the front end and test everything, of course. It's just a matter of time until we get this functionality fully working for registered users only and non-offtopic forums.

And finally, one cake, one purpose, because cake lives in death and our cake tradition must go on!

The credits for today's cake goes to this site

Hello ladies and gentlemen! The team from Notepad++ has recently released Notepad++ v8.4.6. 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, and plugins and is based on the powerful editing component Scintilla.

Here is the official announcement from Notepad++'s staff about Notepad++ v8.4.6:

There are 2 new features and 1 major change in this release:

   1. Add Change History markers for document saved/unsaved/undone modification.
   2. Add setting tab color ability.
   3. Make the tab context menu less cluttered by adding a sub-menu.

Also, people complain about auto-updating being too frequent. The “Never” button on the Updater dialog is restored (regression-fix) in this release. That sounds absurd, but if you don’t want to update, you have to update (to this release, at least).

You can find more information about Notepad++ by visiting the Official Website. You can download Notepad++ v8.4.6 Here. And that's all regarding Notepad++ for now. Stay tuned at PPM for more news about Notepad++!

Hi everyone! For those who wanna create 3D models with realistic textures with Blender, we bring some interesting news. Dream Textures v0.0.6 has been recently released by their team.

For those who are not acquainted with it, 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).

The video below shows it in action (although it might feature an older version):

Here are the updates from Dream Textures v0.0.6:

Dependencies are now packaged with the addon, making installation much simpler! Just download the correct file for your platform below, and install it in Blender.

A Dream Textures Discord server has also been created.

Windows Installation
If you had a previous version of the addon, click Remove in Blender to delete it before installing the update. You may need to run Blender as an administrator to remove the old version of the addon successfully.

  • Download the file dream_textures-win32-cuda.7z from the Assets section below.

  • Due to file size limits on GitHub, the addon .zip file is contained in the 7-Zip archive. Download 7-Zip if you don't have it already.

  • Right click the file and select 7-Zip > Extract Here

  • Open Blender > Preferences > Add-ons > Install..., then select the file dream_textures-win32-cuda.zip extracted previously. The addon may take a minute to be copied into Blender.

  • Follow the instructions in the addon preferences window to setup the model weights.

If you want to remove the old dependencies to free up space on your computer, navigate to C:\Program Files\Blender Foundation\Blender 3.3\3.3\python\lib\site-packages and delete the packages previous packages. You can also delete the full Blender 3.3 folder and reinstall

macOS Installation

  • Download the file dream_textures-darwin-arm64.zip from the Assets section below.

  • Open Blender > Preferences > Add-ons > Install..., then select the zip file. It may take a minute to be copied into Blender.

  • Follow the instructions in the addon preferences window to setup the model weights.

Other Platforms Installation
Other platforms are not officially supported by this addon. However, you can install it manually by following the steps under Contributing in the README.

UI Changes
Dream Textures has moved to the side panel of the Image Editor and Shader Editor:

What's Changed

New Contributors

Full Changelog: 0.0.5...0.0.6

If you are curious about Dream Textures, visit their Github Profile to obtain further information about it. Grab the latest version of Dream Textures by clicking Here. And this is all for today! Enjoy Dream Textures and provide your feedback about it so it can get better.

Hello ladies and gentlemen! A new version of Combined Arms has been released a week ago by Inqubi. For those unaware, Combined Arms is a mod for OpenRA that emulates the old Command & Conquer games gameplay and brings five factions to the battlefield: Allies, Soviets, GDI, Nod, and Scrin. It features new units and support powers for these factions. It also features new graphics and sound effects. Here is the official announcement from Combined Arms's staff about 0.83 Combined Arms - Pre Release #2:

#### Features

  • Added MultiQueue lobby option.

  • New sidebar/command bar UI.

  • Added CA music tracks via content download. Added missing Aftermath/Counterstrike music.

  • Two new single-player missions.

#### Balance
---- General

  • Reduced T4 structure cost from 2.5k to 2k.

  • Increased damage of most siege units vs buildings by ~20% (Artillery, Howitzer, MLRS, V2, V3, SSM, Spectre, Ruiner, Prism Tank/Cannon).

---- Allies

  • Added Entrenchment upgrade for France. Engineers can deploy to provide a build radius for defenses.

  • Increased SEAL HP from 14k to 18k.

  • Increased Grand Cannon cost from 1650 to 1750. Increased damage vs heavy armor.

  • Prism Cannon is now turreted (speed and turn speed reduced).

  • Prism Tank HP reduced from 22k to 20k.

  • Prism Tower HP increased from 35k to 37k.

---- Soviets

  • Reduced Atomic Engines upgrade cost from 1000 to 750.

  • Increased Atomic Shells firepower increased from 25% to 50%.

  • Reduced Sukhoi range by 1.

  • Removed Helipad. The airfield is used for all Soviet aircraft.

---- GDI

  • Added Gyro Stabilization upgrade for Talon. Titan/Juggernaut/XO can be deployed to temporarily gain increased range at the cost of lowered rate of fire.

  • Increased MLRS/HMLRS HP to 18k and 16.5k, respectively, increasing the range by ~1.

  • Increased Advanced Guard Tower damage vs. heavy armor.

  • Removed Helipad. The airfield is used for all GDI aircraft.

  • Increased Warthog HP from 26k to 27k.

---- Nod

  • Added Black Napalm upgrade for Black Hand. Heavy Flame Tank and SSM Launcher gain anti-vehicle damage but lose some area of effect.

  • Added Quantum Capacitors upgrade for Marked. Increases damage and range of Obelisk, Laser Turret, and Venom.

  • Added Alpha Comanche upgrade for Shadow. Comanche gains air-to-air missiles have increased speed, re-cloaks faster, and doesn't drop cloak when damaged.

  • Increased Shadow Operative speed from 60 to 72. Shadow Beacon no longer expires when attached to a target.

  • Increase the radius of the upgraded Microwave Tank's EMP effect.

  • Existing Artillery can be upgraded to Howitzer on Service Depot after an upgrade.

  • Reduced Black Hand damage vs. infantry and light armor.

  • Hacker Cell can now be targeted (to choose which building they emerge from).

  • Flame Tank damage is applied more quickly.

---- Scrin

  • Stormrider/Enervator now has to rearm at a Gravity Stabilizer.

  • Added Shard Walker upgrade for Reaper-17. Replaces Gun Walker (heavy armor, more HP, more damage, but reduced speed).

  • Added Stellar Fusion Cannon upgrade for Harbinger-31. Increases Devastator damage and area of effect, but must charge before firing.

  • Added Coalescence upgrade for Collector-31. On death or being deployed, Leechers transform into an orb that heals nearby allies and, if not destroyed, will transform back into a new Leecher.

  • Increased Gun Walker projectile speed vs. aircraft (to equal BTR/Vulcan).

  • Increased Devastator damage vs. buildings.

  • Fixed sweeping beam weapons, so they always do a full sweep even if the target dies.

  • Fleet Shields upgrade now applies to Stormrider, Enervator, and Mothership.

#### Misc/Fixes

  • Units currently being produced will be complete if the unit is upgraded (previously, it was canceled).

  • Attack Dog is no longer shown for non-Soviet factions.

  • Fixed Mothership charging beam not flickering.

  • Added missing Eagle radar prerequisite (made Reinforcements power inaccessible).

  • Ctrl + Right-Click when setting rally point for production structure will also set primary building.

  • Improvements to beam z-offsets (fixing where they'd appear behind or in front of things incorrectly).

  • Upgrade tooltip clarifications.

  • Fixed queued Arty/Katyushas/Prism Tanks not being swapped to Howitzer/V2/Prism Cannon after upgrading.

  • Fixed crash when Advanced Radar is active, and Upgrade Center is destroyed.

You can check more information about Combined Arms by visiting the ModDB Profile. Download Combined Arms Here. And that's all regarding Combined Arms for now. Stay tuned at PPM for more news about Combined Arms!

Howdy! Wildfire Games, the developers from 0 A.D. has recently released 0 A.D. Alpha 26: Zhuangzi. For those who are not aware, 0 A.D. is a free, open-source real-time strategy game of ancient warfare that takes inspiration from the Age of Empires franchise. This game uses the Pyrogenesis engine, an open-source 3D RTS engine. Here are the updates from 0 A.D. Alpha 26: Zhuangzi:

Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 26: “Zhuangzi” , the twenty-sixth alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after the ancient Chinese philosopher Zhuang Zhou, who is better known as Zhuangzi and who wrote one of the most influential texts in Taoism.


Easy download and install
Download and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch.

Don’t forget to deactivate every mod before updating the game to avoid any risk of conflict. If you’re a mod creator, please look at this page on how to port your mod to the new version. As always, feel free to reach out to us for assistance.

Top new features

  • A new civilization: the Han

  • New campaign maps: Tarim basin and Yangtze (optional add images).

  • Now, units have acceleration.

  • Twenty-six new music tracks.

  • New and updated art.

New civilization: The Han
After the 0 A.D. civilization roster has been constant for some years now, we are excited to announce the inclusion of a new civilization into the game: the Han.

This development has been in the making for a while. Work on the Han originally began as part of the mod “Rise of the East”, and the civilization was later included in the mod “Delenda Est” and was continuously improved by many volunteers until it ultimately reached a level where it matches the other civilizations in quality. The Han have beautiful new art, unique technologies, buildings, and (hopefully) also new gameplay strategies to explore. As usual, we tried our best to create a civilization that is extremely fun to play with, and that also pays respect to the actual history.

Therefore, now for a bit more of the historical background of the civilization:

The Han dynasty (206 BC-AD 220) was the second imperial dynasty of China, preceded by the Qin dynasty (221–207 BC) and succeeded by the Three Kingdoms period (AD 220–280). It is considered a golden age in Chinese history, and China made significant progress in arts and sciences during the Han period. The core of the Han empire was around the Wei River, and the Han capital was Chang'an, very close to the Qin capital Xianyang (both are now part of Xi'an, Shaanxi).

New maps
Two new maps accompany the addition of the Han civilization to the game :

  • Tarim basin: This is an endorheic basin in Northwest China, Xinjiang region. It is also called "The Western Regions" by the Han Chinese and represents the furthest extent of their power. The Han Chinese wrested control of the Tarim Basin from the Xiongnu at the end of the 1st century under the leadership of General Ban Chao (32–102 CE) during the Han-Xiongnu War and kept it until the Kushan Empire expanded back into the Tarim Basin in the 1st–2nd centuries CE. The map itself is bereft of life and offers little in the way of defensibility. The rugged mountain valleys harbor the only life in the form of hearty shrub and tree species and some goats.

  • Yangtze: The Yangtze, also known under the name Yangzi, or officially under the name Chang Jiang, is the longest river in Asia, the third-longest in the world, and the longest in the world to flow entirely within one country, from the Tibetan Plateau to the East China Sea. During the Han dynasty, the region of the Yangtze River grew more important to China's economy essentially by the establishment of irrigation systems (like Dujiangyan) which made agriculture very stable and productive.

These maps were also added to the "Demo campaign - new maps".

There are various improvements in this alpha, affecting all parts of the game. But the changes that will be most noticeable to the end-users are:

  • Better formation movement, especially turning and navigating through and around objects for more fluidity

  • Game interface usability improvements:

    • Most importantly: a slider to adjust the size of GUI elements.

  • Easier drag & drop mod installation

  • Interface and performance improvements for the Atlas Editor

  • AI improvements.

A player search field is available in the lobby if you want someone to play.

An extra button for seeing the summary page when quitting a session is now available. You can skip the summary if not needed, and the game will return directly to the main menu.

Some tooltips were added to the mod manager screen to help to understand that the mod order matters on settings and possibly to help to solve conflicts between mods.

Improved tooltips and visibility across the game.

The scale of the GUI is now resizable, using a dropdown menu. There is also a confirmation box with a countdown to revert scale changes.

A lot of production and improvement for this release. Here is a resume (you can find all the details in this list):

  • Lots of texture improvements, better portraits, color adjustments, and fixes

  • Lots of 3D model improvements and better animations, new portraits

  • Complete restructuring and improvements on the Han before their integration into the release

  • 26 new music tracks including two themed for the Han

There is now a checkbox in the game setup to allow players to have Cartography auto-researched from the start of the match: allies can share the parts of the map each of them discovered if the option is selected. Formations can now be selected as a whole with one click, making them more of a “battalion” than before. Note that this behavior can be adjusted in the options. Use (civ-specific) standards.

It is now also possible to push items to the front of the Production Queue. This means you can now task a unit to do one immediately and then return to the previous tasks without repeating the orders. This can be done by using the hotkeys, so be sure to check out the hotkey editor.

There is now also a “Call to arms” button, which allows players with one click to order their soldiers to drop resources at the nearest drop site and then move to the destination (and attack everything on the way there) with a single button. The number of idle workers is now displayed on the respective button.

The olive tree is now a source of wood (as it was hard to see that it was a food supply).

With this release, we are introducing the Official community mod for Alpha 26 found here, where balancing and gameplay changes if introduced will be ported over to the next release of 0ad.

Balancing adjustments
With the help of several top-ranked players in the A25b lobby and the balancing team, many balance tweaks have been made in the past year. These tweaks mostly address concerns from the community, for example:

  • Decreased attack of Iberian fire cavalry.

  • The increased cost of mercenary cavalry.

  • Ships are less effective against humans.

  • Spear cavalry is now more effective against another cavalry.

  • Pikemen have lower armor.

  • Rework of the Ipicratean Reform (Athenians).

  • Catapults are stronger.

The result is a sleeker and hopefully more balanced gameplay experience in A26 compared to A25b. On top of the changes that were made to address concerns, there are also other balance changes, the biggest one being the addition of the Han, but also:

  • Units now have a slight acceleration (some more, some less).

  • Fruit and fish now have a small regeneration as long as they are not exhausted.

  • The Mauryan worker elephant is able to build (again).

  • Standardized animal loot experience.

  • Increased arsenal garrison limit.

  • Macedonian bonus: Instant storehouse technology research time.

  • Adjust Kushite Pyramids to be more used.

  • Removed tower and fortress limits.

  • Many other small tweaks and corrections.

Engine Improvements
This release introduces Texture quality and Anisotropic filtering in the renderer: you can choose between Texture quality Low, Medium, and High and Anisotropic filtering from 1x to 16x.

The engine got support for FreeType fonts, but, unfortunately, Asian, Arabic, Hebrew, and other languages still have to be bundled separately.

  • Added config settings for borderless fullscreen and window modes.

  • Use the high-performance GPU on Windows by default.

  • Many performance improvements and ongoing refactorings.

You can find a list of all the changes on the page wiki:Alpha26.

Team Changes
lyv and marder joined as team members. Silier retired. We wish to take this opportunity to thank them for their contributions.

Next Events
Play Sorbonne U, Festival Paris 1st October Open Source Experience, Paris 8th-9th of November Capitole du Libre, Toulouse 19th-20th of November

What’s next?
This release cycle was one year long, and it was a bumpy ride. As usual, for the next alpha, we welcome fan suggestions for words relating to the ancient world, beginning with the letter A. Keep it original and related to the time frame portrayed in 0 A.D. (c. 500 BC – 1 BC).

Support us
The work is still in progress, and we need your help to bring new features to life. Whether your interest is in art, sound, music, game design, Javascript, Python, or C++, 0 A.D. needs your help, and the team will gladly welcome contributions! You can support us by translating the game in your language at Transifex, contributing art or code, or simply donating.

If you experience a technical problem with the game, please report it at trac.wildfiregames.com. This is also the first address to visit when you wish to dedicate some time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet.

See our new LinkTree. For press/media inquiries, please DM @play0ad on Twitter or webmaster at wildfiregames dot com.

For further information about 0 A.D., visit the Official Website. You can download 0 A.D. Alpha 26: Zhuangzi Here. And that's all regarding 0 A.D. for now. Stay tuned at PPM for more news about 0 A.D.!

Hi everyone! Mattias M. has posted some interesting videos from his project, Open Hard Vacuum, featuring campaign missions and a skirmish battle between two bots. For those who are not familiar with it, Open Hard Vacuum is a game that uses OpenRA Engine, and it is inspired by an old game called Hard Vacuum, which ended up not being released at all, except for its art graphics. Here are the videos:

For further information about Open Hard Vacuum, visit its Official Website. And this is all we can offer for today regarding Open Hard Vacuum!

OpenHV Pre-Release 20220918
Sep 18, 2022 - 23:02
Hi everyone! OpenHV Pre-Release 20220918 is the most recent release of Open Hard Vacuum's team. For those who are not familiar with it, Open Hard Vacuum is a game that uses OpenRA Engine and it is inspired by an old game called Hard Vacuum, which ended up not being released at all, except for its art graphics.
Here is the official announcement from Open Hard Vacuum's staff about OpenHV Pre-Release 20220918:


This is a bug fix release as we hope to be on the road of a new stable one soon.

New 1v1 map: Silverman

New Cube Hunter map: Snowcube

The full changelog is available on GitHub with some additional standalone installers.

Use the (optional) itch app to stay up to date automatically.

Find players and chat with us on Discord or connected via Matrix

For further information about Open Hard Vacuum, visit the Official Website. Open Hard Vacuum is available for download Here. And this is all for today! Enjoy Open Hard Vacuum and provide your feedback about it so it can get better.

One vision, one purpose! VoxEdit has been recently announced by mgerhardy. For those who are not aware, VoxEdit will be a voxel art editor that supports several volumetric pixel file formats, such as Command & Conquer vxl, Minecraft, Quake 1 bsp, Ace of Spades vxl, as well as some other voxel editors such as Goxel and MagicaVoxel. It uses the vengi voxel engine. It's not ready yet, and any help will certainly be appreciated. Here is what was shared about it:

I am working on a voxel editor and voxel-related tool sets that also support loading VXL and HVA files. Find the docs as well as a discord and download links here: https://mgerhardy.github.io/vengi/

I'm still fighting some matrix-related issues here - but the current progress can be seen here.

If anyone would like to jump in to help, please contact me or send pull requests.

You can learn more about VoxEdit by visiting the vengi's Official Website. And this is all we can offer for today regarding VoxEdit!