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!

One vision, one purpose! OpenRA has been recently improved with the release of OpenRA Playtest 20241228. For those who are not acquainted with it, OpenRA is a real-time strategy game engine that recreates the gameplay experience of Command & Conquer games. OpenRA is packaged with three mods: Dune, Tiberian Dawn, and Red Alert 1, which expands and improves the experience of the original games based on the development team's ideals. OpenRA works for Windows, Linux, macOS, and FreeBSD. Here are the official words about OpenRA Playtest 20241228:

Quote:
Just in time for the New Year, we are releasing Playtest 20241228 with several important fixes and minor features:


Notable changes include:

  • Saboteurs can now cloak while moving
  • added delete area button to the map editor
  • improved Battlefield News dropdown
  • improved formatting of unit descriptions and encyclopedias
  • fixed Dune 2000 not detecting installed music and videos
  • fixed harvesters not always acting correctly with queued orders
  • fixed a bug where the game window could glitch out on Windows 10
  • fixed several crashes
  • and fixed a few other minor bugs


   And, of course, the Tiberian Dawn HD playtest can be downloaded here.



OpenRA Playtest 20241228 is a bug fix of the real monster that was released a month earlier, which was OpenRA Playtest 20241116. That one was built to shake the foundations of OpenRA. Here's their announcement back in November:

 
Quote:
Welcome back, Commanders!


After a whole year of development, the OpenRA team proudly presents Playtest 20241116. This latest installment elevates your OpenRA experience with enhanced visuals, new tools, and improved performance across the board.



 


 OpenRA now supports post-processing effects out of the box!


Introducing the newly revamped Map Editor, which is designed with a modern interface and a cohesive design. We took notice of how players use the editor and reimagined it to better align with your creative needs.



 
 New Map Editor!


New Map Editor features include:

  • draggable selections
  • draggable actors
  • measurement tools
  • a marker layer
  • a play button
  • and more!


We added an encyclopedia to the Tiberian Dawn mod! This feature was inspired by the community’s desire for an in-game resource to consolidate knowledge about units, structures, and technologies. While fan-made wikis have been invaluable, many have become outdated or inconsistent as the game evolves.



 
 New EVA Database!


This latest release has significantly improved support for HD art assets. You should notice faster load times and overall performance improvements for the “Tiberian Dawn HD” project. It is packaged as a separate release and can be downloaded here. This preview is multiplayer-compatible with the main 20241116 playtest. The C&C Remastered Collection must be installed through Steam or the EA App, and if using macOS or Linux, the project README provides detailed installation instructions.


Other notable changes include:

  • game assets can now be installed from the Steam release of The Ultimate Collection
  • switched to high-quality Dune 2000 assets and included lots of extra visual polish
  • added two Red Alert missions and improved the quality of many others
  • Red Alert and Dune 2000 balance changes
  • skirmish options no longer reset between matches
  • behind the scenes, we made significant progress towards supporting additional languages in future releases.


As always, the full changelog is available on GitHub if you would like to find out more.


We hope you’ll enjoy this newest installment of OpenRA! Good luck on the battlefield, Commanders!


If you are curious about OpenRA, visit the Official Website, Forums, ModDB Profile, Discord Channel, and YouTube Video Channel to obtain further information about it. Grab the latest version of OpenRA by clicking Here. And that's all for now! Have fun and enjoy OpenRA!

Howdy! It is time to catch up on some old news, as reinforcements arrived a couple of weeks ago from Vengi as Vengi 0.0.34 has been published by mgerhardy. For those unaware of what is being written here, Vengi is a voxel engine that contains the VoxEdit, which is 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. Here is the official announcement from VoxEdit's staff about Vengi 0.0.34:

Quote:
Changelog

A more detailed changelog can be found on github.

Join our discord server.

See the documentation for further details.

Known issues.

0.0.34 (2024-XX-XX)

General:

  • Fixed invalid UV coordinate handling when importing meshes to voxelize them
  • Added support for paint.net palettes
  • Added support for Adobe Photoshop ACO palettes
  • Added support for bbmodel Blockbench format
  • Added support for vxb Sandbox Block format
  • Fixed a few errors in the lua bindings of the g_import global
  • Extended the lua api (g_sys, g_io)
  • Fixed nameless, embedded textures in glb
  • Fixed off-by-one in voxformat_voxelizemode 1
  • Fixed missing axis flip for md2 scale and translate value imports
  • Added support for Quake1 mdl files
  • Added support for exporting and importing to and from png slices
  • Added support for Autodesk 3ds files
  • Support for loading normals for voxelization (mesh formats) and for voxel formats (vxl)
  • Fixed vxl saving for negative coordinates
  • Split file dialog options into a new separated dialog
  • Added new lua scripts (game of life, mandelbulb, smooth)
  • Added support for Pixelorama palette

VoxConvert:

  • Removed --image-as-XXX parameters (now part of the png format)
  • Removed --colored-heightmap (this is auto-detected in the png format now)

VoxEdit:

  • Allow to change the local directory for the asset panel
  • Add more online sources to the asset panel
  • Added support to apply a checkboard pattern to your voxels just for rendering
  • Improved handling for max allowed voxels
  • Disable undo/redo for model changes if you exceed a max suggested model size
  • Disable autosaves for model changes if you exceed a max suggested model size
  • New brush type to project textures into sub areas or on surfaces
  • Added an FPS option for the animation timeline
  • Added normal palette panel
  • Fixed missing memento group for merging nodes
  • Improved undo/redo for lua script changes on the scenegraph
  • Added a slice mode to only show a particular height level of your volume
  • Don't place invalid colored voxels in group lock mode
  • Render forward direction in the viewport


You can check more information about VoxEdit by visiting the Topic at PPM Forums, Official Website, and Discord Channel. Download Vengi 0.0.34 Here. And that's all for now! Have fun and enjoy VoxEdit and Vengi!

Paint.NET 5.1.1 is now available!
Dec 06, 2024 - 13:35
Hi everyone! Reinforcements have arrived from paint.net as Paint.NET 5.1.1 has been recently released by their crew. For your information, paint.net is a free and open-source image and photo editing software for Windows with a quite rich set of features. Here are the updates from Paint.NET 5.1.1:

Quote:
This is a small update that contains fixes for some bugs that were discovered in 5.1, as well as a new Fill option in the Image -> Canvas Size dialog. It also has workarounds for some bugs in Sentinel One (antivirus) that were causing crashes in the installer and hangs during app startup.

Change Log

Changes since 5.1:

  • Added the ability to choose the fill color when expanding the image with Image->Canvas Size
  • Fixed the ability to paste images with transparency from Firefox
  • Fixed the ability to paste certain types of images with transparency from Microsoft Office applications
  • Changed Edit->Cut and Edit->Crop to Selection to completely zero out pixels outside of the selected area, which could otherwise be a privacy issue.
  • Fixed the inability to load an image with a bad ICC color profile. The color profile will now be ignored, and the image will be treated as if it had an sRGB color profile.
  • Fixed the title bar text being drawn in the active text color when the window is not active when using Light or Blue themes
  • Reverted the removal of the Settings checkbox that lets you disable over scroll
  • Fixed a crash in the Levels adjustment UI due to a rounding error
  • Fixed a race condition in resource loading that sometimes caused the zoom level in the status bar to display as “ScaleFactor.Percentage.Format”
  • Fixed some graphical corruption, hang, or crash issues caused by Nahimic A-Volute malware
  • Worked around a crash (“0xc000007b”) in the installer caused by Sentinel One antivirus.
  • Worked around a hang at app startup if Sentinel One antivirus.
  • Fixed many cases of screen blanking, rendering glitches, and crashes on systems with certain NVIDIA GeForce GPUs, and certain displays with support for overlays and/or VRR (FreeSync, GSYNC). This appears to be a bug in NVIDIA’s driver.
  • Fixed effects calling Dispose() on the IServiceProvider when they shouldn’t have been. This affected plugins like CodeLab and Plugin Browser.
  • Updated the bundled AVIF FileType to version 3.11.0.0 (thanks @null54!)


If you are curious about paint.net, visit the Official Website to obtain further information about it. Download the latest version of paint.net Here. And that's all regarding paint.net for now. Stay tuned at PPM for more news about paint.net!

Welcome back, commander! Welcome back! PPM SVN is back from the dead! All we need is patience, young Jedi, because things get fixed.... in this specific case, by the Dark Lord of the Sith, which was the username that Phil was known at the Revora Forums.

With the SVN, our programs such as OS SHP Builder, Voxel Section Editor III and OS .BIG Editor works again! And you can download the latest beta versions of these programs, which may include 3D model export support for Voxel Section Editor III to .ZIP files support for OS .BIG Editor.

Now we can resume our progress with our tools! Expect good things soon!



The developers from Open RCT2 has recently posted Open RollerCoaster Tycoon 2 v0.4.16. Open RCT2 is an open-source re-implementation of RollerCoaster Tycoon 2, a construction and management simulation video game that simulates amusement park management. To play it, you must have the original files of RollerCoaster Tycoon 2. Here are the updates from Open RollerCoaster Tycoon 2 v0.4.16:

Quote:

  • Feature: [#20810] New ride type: LSM Launched Roller Coaster.
  • Improved: [#22937] Add banked sloped turns and many other pieces to the Corkscrew, Hypercoaster and Lay-down Roller Coaster.
  • Improved: [#22967] Add medium and large half loops to the Wooden and Classic Wooden Roller Coasters.
  • Improved: [#23010] Make AppImage compatible with Ubuntu 22.04 and Debian Bookworm again.
  • Change: [#20810] Giga Coaster boosters and launched lift hill track pieces are now locked behind cheats.
  • Fix: [#21221] Trains use unbanked sprites on flat to gentle diagonal banked track pieces.
  • Fix: [#22615] Crash when drawing Space Rings with an invalid ride entry.
  • Fix: [#22633] Crash when drawing loading screen with an outdated g2.dat.
  • Fix: [#22908] Crash when passing through a door from an invalid wall type.
  • Fix: [#22918] Zooming with keyboard moves the view off centre.
  • Fix: [#22920] Crash when sacking a staff member.
  • Fix: [#22921] Wooden RollerCoaster flat to steep railings appear in front of track in front of them.
  • Fix: [#22962] Fuzzy horizontal-to-vertical line transitions in charts.
  • Fix: [#23009] Scenarios from RCT Classic (.sea files) are not included in the scenario index.
  • Fix: [#23015] Crash when loading a save game when the construction window is still open.
  • Fix: [#23018] Crash when loading a new game when the construction window is still open.
  • Fix: [#23023] Large scenery clearance height interpreted as negative when greater than 127.
  • Fix: [#23044] "remove_unused_objects" command causes blank peep names.
  • Fix: [#23048] Map generator allows map sizes out of range through text input.
  • Fix: [#23058] [Plugin] Changing window colors doesn’t trigger the window to be fully redrawn.
  • Fix: [#23085] LIM Launched Roller Coaster medium half loops clip into each other when built back-to-back.


If you are curious about Open RCT2, visit the Official Website to obtain further information about it. Download Open RCT2 Here. And this is all for today! Enjoy Open RCT2 and provide your feedback about it so it can get better.

About PPM SVN's downtime!
Nov 02, 2024 - 15:47
Hello everyone! For those trying to download the latest beta versions of OS SHP Builder, Voxel Section Editor III, and OS .BIG Editor or using the auto-update/install from OS SHP Builder and Voxel Section Editor III, we have temporary bad news for you. PPM SVN will be down for some time until we figure out a fix for it.

Recent changes on the server admin software forced us to change some PHP settings in the server, and the changes prevented some critical code of any subversion software from being activated by PHP. I am looking for alternatives. If everything else fails, I will have to surrender to GitHub, but that would destroy the auto-update/install tool.

Sorry for any inconvenience this may cause. It is causing me a big headache already. I'll mirror the latest beta versions of these programs in PPM in the next hours.

Hi everyone! Reinforcements have arrived from paint.net as Paint.NET 5.0 Beta (build 9072) has been recently published by their crew. For those unaware of what is being written here, 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 Beta (build 9072):

Quote:
This is a quick follow-up to the previous build, fixing a few more small bugs and improving performance.

Change Log

Changes since 5.1 beta (build 9070):

  • Fixed a few more cases where tool shortcuts and tooltips were not working after certain actions.
  • Fixed: PNGs are now correctly saved with the “Software” tEXt metadata indicating they were created with Paint.NET.
  • Improved performance in various parts of the rendering and effects engines: CPU usage has been reduced, which permits higher GPU utilization.



Changes since 5.1 beta (build 9066):

  • Fixed: Copy/Paste has been hardened against short-term intermittent errors and should no longer show spurious error dialogs (e.g. ERROR_ACCESS_DENIED) except in legitimate cases.
  • Fixed: Certain shortcut keys, especially for switching tools, will no longer stop functioning if a floating window (e.g., Tools) is hidden and then shown by clicking on the button at the top right of the main window.
  • Fixed: Tooltips in the Tools window will no longer stop functioning if a floating window (e.g., Tools) is hidden and then shown by clicking on the button at the top right of the main window.
  • Removed the “Scrolling past the edge of the image (over scroll)” checkbox from Settings. This was enabled by default, and now it is always enabled.
  • Fixed: The installer was occasionally showing an error about an InvalidGraphConfigurationException on some systems
  • Added a KnownColorSpace API for plugins so they can create IColorContexts and IDeviceColorContexts for the Display P3 and ProPhoto RGB color spaces



Changes since 5.1 beta (build 9064):

  • Fixed: @BoltBait‘s TextFunFactory plugin was not working on Windows 10 due to the lack of support for IDWriteFontFace6 (despite what Microsoft’s documentation states)


You can check more information about paint.net by visiting the Official Website. paint.net is available for download Here. And that's all for now! Have fun and enjoy paint.net!