Hello, and welcome to the C&C Guild - the definitive resource for Command & Conquer modding. You can find a wide variety of articles and resources within this site and the forum to help you whether you're just new to the modding field, or even if you've been around a while longer. In addition, we also have a plethora of (hosted) mods which range from simple balancing patches to large-scale total conversions.

To log in to the site, please click "Log In" above and use your Revora Forums account. When logged in, you'll be able to contribute your own articles to the site. Further info can be found in the forums. Also, if you want to be hosted here yourself, give Revora's Hosting Portal a visit to send off an application to us. For anything else, details of how to contact us are in here. Thanks, and have fun.

~ The C&C Guild Staff

0 Contra 009 work in progress - Update 13

Posted by predator_bg on April 8, 2018 in Contra News (eng)

Welcome to another Contra update and Happy Easter!
 
This time it took longer to release a news update, but the work never stopped since the last update. There's work behind the scenes and there's work you see in news such as new models. After all, we posted News Update 11 and 12 one week apart like never before, while keeping them detailed.
 
WMD-render.jpg
 
Weather Manipulation Device (or WMD) is in the spotlights again. But why this model again? A sudden game crash was preventing us from inserting the model with all the initial details. Fortunately, that was fixed and the model was successfully inserted and looks as good as planned.
 
Tokamak-render.jpg
 
Laser general's Tokamak super power plant got a texture overhaul and it glows on night maps.
 
SalvF-render.jpg
 
Salvage Factory is a new building for Assault general. It was about time for Assault to get a special building since Stealth has Jammer Station, Toxin has Chemical Lab and Demo has Airfield. This new building is of course still being tested, but currently, it is available at rank 3 and costs $3000. Salvage Factory drops a salvage crate at the red mark each few seconds. Players have to manually place their tank on that spot in order to get the crate. In addition, "Recycling" upgrade is now available for research at this structure, thus at rank 3. We have some more ideas for this structure which may become active abilities.
 
SDI-render.jpg
 
The good old SDI Cannon is now a good new SDI Cannon. All stats remain unchanged.
 
One good screenshot follows up. Let's not forget about the standard way of showing cool stuff, hey! Infantry general's Troop Crawlers...
 
newtcs.png
 
... but it's not over yet. Particle and sound effects have also been improved without performance cost.
 

 
Before we end this update, we want to link you to Maelstrom's twitch. He streams Contra every Saturday, showing new content while testers play online: https://www.twitch.tv/maelstromx103
He was very generous to record new voice lines for Angel robots, and is planning to do some more for other units.

And as usual: Link to Discord.
 
Hope you enjoyed!

Read the replies to this post - Write your own - Return to top

3 YR Red-Resurrection 2.2 released!

Posted by OmegaBolt on April 1, 2018 in Tech Center News

b15m5K7l.jpg


Soviet invasion confirmed! This is not a drill! YR Red-Resurrection 2.2 is finally here, no joke!

It is by the far biggest update to the mod ever, having taken the last year to develop (to the month), driven largely by the interest and feedback fromt the little discord community that has developed. The original goal was simply to port the mod to the CnCNet 5 client, making it possible to play online again and increase accessibility, but as it went along it resulted in almost totally overhauling the eight countries as well, making them very individual and unique.
 

ir9XDLgm.jpg


Tonnes of work has gone into this and I definitely want to thank the testers and contributors for making it possible and, largely, a fun experience. :p  Particularly a thanks needs to go to Starkku for making this entire thing possible by providing lots of technical support, particularly with the client, and the toolset he has developed.

And now its out!

Features
  • Two factions, the Allies and the Soviets with all new arsenals.
  • Four countries per faction, each with 12-15 unique units, structures and support powers.
  • An entirely rebalanced experience with rapid, dynamic gameplay providing the player with plenty of opportunities for attack.
  • Over 140 new units, structures & support powers (with 75+ added in this patch alone!).
  • Over 300 multiplayer maps and several game modes, including Dead Resurrection - where infantry killed in combat rise from the dead.
  • The vanilla Red Alert 2 campaign ported to work with the additional content of Red-Resurrection.
  • The CnCNet 5 client from rampastring & Starkku, with additional unique features.
  • Also includes an offline manual and map editor!

DOWNLOAD NOW


 And if you wish to take part in the growing Red-Resurrection community, follow the links below!
 

--------
btn-discord.png btn-moddb.png btn-website.png btn-revora.png btn-facebook.png btn-youtube.png

Read the replies to this post - Write your own - Return to top

0 Soviet Invasion Confirmed

Posted by OmegaBolt on March 26, 2018 in Tech Center News

Progress has come to a head on the development of YR Red-Resurrection 2.2, Commander. The Soviets have amassed their armies, the Allies are prepped for war and the world is a powder keg waiting to blow any day now! Who will you fight for?
 

b15m5K7l.jpg


Yes, this means the next release is imminent and will feature:
  • Two factions, the Allies and the Soviets with new arsenals.
  • Four countries per faction, each with 12-15 unique units, structures and support powers.
  • An entirely rebalanced experience with rapid, dynamic gameplay providing the player with plenty of opportunities for attack.
  • Over 300 multiplayer maps and several game modes, including Dead Rising - where infantry killed in combat rise from the dead.
  • The vanilla Red Alert 2 campaign ported to work with the additional content of Red-Resurrection.
  • The CnCNet 5 client from rampastring, with additional unique features and menu themes.
To tie you over I've also uploaded a few more videos to youtube recently, the latest of which is a 2v2 with me & tyhednus vs AdmiralPit & modder666 (of Final War). Mistakes were made.
 


Stay tuned.

Read the replies to this post - Write your own - Return to top

0 Me-262 And Friends

Posted by Mig Eater on March 15, 2018 in D-Day News

mdb_me262_s.png

I'm back with a big news post covering the early development of German & Japanese jet aircraft with several Me-262 variants and copies. I actually made these units early last year & started writing the wiki pages for them last April! I'm glad I can now finally finish posting them.

Another variant that I started working on but was unable to finish was the Me-262 C-3a, which featured an extra rocket engine in the tail for short speed boosts. Due to limitations with the game's engine I was unable to get this system working, if it becomes possible in the future tho it will be added to D-day. I'd also planned to include the Soviet Sukhoi Su-9 & British Hawker P.1048 with these but both are independent designs that only resembled/were inspired by the Me-262 tho. I'll make them both at a later date along with several other early Allied jets.



Messerschmitt Me-262 A-1a Schwalbe
Me262_3d.gif
Me262.jpg

The German Me-262 was the first mass-produced & operationally used jet fighter in the world. Work on this revolutionary aircraft started in late 1938 under the code name Projekt 1065, the initial design proposed in April 1939 differed considerably from the production version, the engines were mounted in the wing roots & the wings were straight. Development of the BMW 003 jet engines intended for the Me-262 was repeatedly delayed because of the many technical problems encountered with this brand new propulsion system. Because of these problems it was decided to move the engines to pods fitted under the wing to facilitate easy removal for maintenance. This change also necessitated a change of the wings to a swept configuration to compensate for the change in centre of gravity.

The first "V1" prototype was ready in April 1941 however the BMW 003 jet engines intended for the aircraft weren't ready so a conventional Junkers Jumo 210 engine with a propeller was fitted to the nose so basic testing of the airframe could be carried out. It wasn't until November 1941 that a pair of BMW 003 were ready to be fitted to the prototype. For the first test flight the Jumo 210 was retained for safety, which proved wise as both BMW 003 engines suffered a flameout causing them to stall, the Jumo 210 was then used to bring the prototype safely back to base. With this failure it was decided to switch to the more reliable Jumo 004 jet engines. The first flight with the Jumo 004 took place on July 1942 in the V3 prototype, marking the first flight of the Me-262 with jets only.

There was opposition to the Me-262 from several high-ranking officials during early development including the head of Messerschmitt, who wanted to concentrate production on proven propeller designs. As well as the commander-in-chief of the Luftwaffe Hermann Göring who expected the war to be won before the aircraft could be ready for production, as such funding & support was withheld at times. After the Me-262 prototype was demonstrated to Hitler in mid 1943 he also insisted that the design should be modified into a multi-role fighter-bomber which lead to redesigns of the nearly finished fighter aircraft. These political problems along with the extended development of the jet engines meant that the Me-262 wasn't able to go into operation use until April 1944, six years after its original conception.

Once in combat though it proved highly capable and able to outperform most allied fighters, with several pilots becoming aces. It was however extremely vulnerable when taking off or landing as it couldn't maneuver or accelerate during this time or the engines would stall. Allied pilots would take advantage of this by loitering around airfields & then attacking Me-262 as they appeared. To combat this the Germans reinforced the anti-aircraft fortifications leading up to the runway in order to give the Me-262 more cover. As the war situation deteriorated though most Me-262's were grounded because of fuel shortages & a lack of trained pilots that could handle the power of the new jet aircraft.

Following the end of the war American, British, French & Soviet forces scrambled to capture these prized aircraft so they could be studied to advance their own jet aircraft programs. Comparative tests between the British Gloster Meteor & American P-80 Shooting Star showed the Me-262 to be superior in several aspects however the engines required constant maintenance & had a relatively short lifespan. As such these tests didn't last long and several aircraft were lost due to engine failures.

Out of the 1,430 aircraft built during the war only nine still exist today in museums, with only one still in its original markings. In 2003 the Texas Airplane Factory started the "Me-262 Project" in which they built several replicas using an original Me-262 that was undergoing restoration as a template. Unlike most replicas, which are classified as unique aircraft, the exact replication of the parts used in these Me-262s meant that they are officially registered as newly built Me-262s with the variant name of A-1c. They are all owned by private collectors who often fly them during air shows in American & Germany.



Messerschmitt Me-262 A-1a/U4 "Pulkzerstörer"
Me262u4_3d.gif
Me262u4.jpg

The Messerschmitt Me-262 A-1a/U4 (in some sources know as the Pulkzerstörer "Pack destroyer") was a modification of the standard Me-262 A-1a airframe, replacing the four 30mm Mk108 cannons in the nose with a single 50mm Mk214 cannon. The 30mm Mk108 while a powerful weapon had a short range which along with the Me-262's high speed meant that the engagement time against enemy aircraft was often very short, especially against slow moving bombers. The 50mm Mk214 greatly increased the damage and weapon range of the Me-262, even giving it the ability to engage bombers from outside of their defensive range. The weapon had a limited amount of ammunition and was difficult to use while manoeuvring though, making it unsuitable in a dogfight with other fighters. Only two of these aircraft were built Wk/nr 111899 & Wk/nr 170083 in early 1945, there are rumours that one of them was used in combat before the war ended but no evidence has been found to substantiate these claims.

After the war Wk/nr 170083 was captured by American forces at Lechfeld airfield and transferred to the 54th Air Disarmament Squadron led by Colonel Watson (aka Watson's Whizzers), a unit which was tasked with finding and capturing advanced enemy aircraft. In preparations for transferring the aircraft back to American for testing its markings were repainted with USAF roundels and was named Wilma Jeanne after Watson's wife. It was then flown to Cherbourg where it was loaded onto the British aircraft carrier HMS Reaper along with other advanced German aircraft for the long journey across the Atlantic. Arriving in New Jersey the aircraft were then flown to Freeman Army Airfield, during the flight a turbine blade broke in the engine of the Me-262 A-1a/U4 and the plane was destroyed in the resulting crashed.



Messerschmitt Me-262 B-1a/U1
Me262u1_3d.gif
Me262u1.jpg

The Messerschmitt Me-262 B-1a/U1 was a specialised night fighter variant of the Me-262 equipped with a FuG-218 Neptun radar for finding enemy aircraft in the dark. Development of a night fighter variant of the Me-262 started in late 1944 with the construction of the Me-262 A-1a/U2 prototype (Wk/nr 170056) which used the standard single seat A-1a airframe. Multiple tests were carried out using several different types of radar devices. While the technical sides of the tests proved successful the pilots however reported that they had difficulty flying and using the radar system simultaneously. In light of this it was decided to move development to the Me-262 B-1a two seater trainer airframe, the extra seat which was normally used by a flight instructor was instead modified for use by a dedicated radar operator who could guide the pilot to enemy targets. The addition of the radar antenna protruding from the nose produced extra drag and decreased the aircraft's speed, the space needed for the second seat required the removal of one of the fuel tanks too. To compensate for this loss two external fuel tanks were fitted under the nose, this also increased the drag and decreased the speed. Even with this loss in performance the Me-262 B-1a/U1 was still much faster then the enemy bombers and their escorts. Messerschmitt started work on developing a more advanced version called the Me-262 B-2a which would have featured a lengthened fuselage to hold more fuel instead of the external fuel tanks and the new "Berlin" centimetric radar dish which could be placed inside the nose reducing drag, the war ended before work on a prototype of this improved version could begin though.

Only seven of the Me-262 B-1a/U1 night fighters were built before the end of the war, they were all given to the 10th squadron of the Nachtjagdgeschwader 11 who used them to great effect with several of the pilots becoming aces, including Kurt Welter who still holds the world record for the most enemy planes shot down in a jet aircraft. In an effort to neutralise this threat the RAF bombed the based they were operating from, after which only four aircraft were left. After the war the three remaining aircraft were captured by British forces who transported them back to Britain for testing, one of them crashed during a storm and another was scrapped. The third and final aircraft was given to the South African air force where it sat in storage for many years, it was then given to the Johannesburg Museum who restored it in 1971 and has since been one of their major exhibits.



Messerschmitt Me-262 SB.1a
Me262sb_3d.gif
Me262sb.jpg

The Me-262 SB.1a (Schnellbomber Ia) was a proposed "fast bomber" variant of the Me-262. The main difference was the relocation of the cockpit from the centre of the aircraft to the nose, this greatly increased the pilot's vision for the bombing role. This meant that the nose mounted cannons had to be removed though and it had to rely on its greater speed to outrun any enemy fighters. The front landing gear also required modifications to make it rotate 90 degrees and lay flat under the pilots seat. The space once occupied by the pilot was used to house an extra fuel tank increasing the aircraft's range. The design didn't progress further than the initial design proposal and no prototype or production version were built.



Messerschmitt Me-262 A-2a/U2 Mistel
Me262u2_3d.gif
Me262u2.jpg

The Messerschmitt Me-262 A-2a/U2 was a dedicated bomber variant of the Me-262 featuring a completely new fully glazed nose section that would house a second crew member who would lay down in a prone position. From there he could get a clear view for level bombing runs or guide remote controlled ordinance towards their target. Two prototypes of the Me-262 A-2a/U2 were built before the end of the war, one of them was captured by American forces who presumably took it back to American for testing along with other advance German aircraft and later scrapped it but information on this prototype's final fate is scarce.

One of the types of ordinance proposed for the Me-262 A-2a/U2 was the use of another Me-262 that has been fitted with explosives and converted into a pilotless flying bomb, with the Me-262 A-2a/U2 mounted on top of the pilotless Me-262 in a Mistel configuration. For take-offs they were both placed on a specialised trolley fitted with a rocket booster, after becoming airborne the trolley would then be jettisoned and collected for reuse. Once the Me-262 A-2a/U2 was within range of the target it would detonate the explosive bolts holding the two aircraft together. The bombardier in the nose of the Me-262 A-2a/U2 would then take remote controlled of the Me-262 bomb via radio and guide it to a collision course with the target.



Avia S-92 Turbina
S92_3d.gif
S92.jpg

During World War II multiple factories in Czechoslovakian were employed by the Germans to produce different parts for the Me-262 A-1 fighter and Me-262 B-1 trainer aircraft. At the end of hostilities in Europe the factories and parts were captured by Soviet forces, all complete aircraft and some parts were taken back to the Soviet Union for testing. The jibs, tools and documents within the factories were handed over to the newly restored Czechoslovakian government though. Using some of the parts left by the soviets along with others newly constructed in the wartime factories Avia set to work to produce their own version of the Me-262 A-1 and Me-262 B-1. The first of the single seat aircraft the Avia S-92 was completed in August 1946 with the first two seater Avia CS-92 trainer flowing in December 1946. The aircraft proved to be difficult and extremely time consuming to make with many of the parts having to be individually hand made, making each plane slightly unique. As such only nine Avia S-92 and three CS-92 were completed over the next three years before production was discontinued. They served in the 5th fighter squadron as a training unit to help pilots get their first experience with jet aircraft. Most were scrapped in the 1950's but a single S-92 and CS-92 remain on display in the Prague Aviation Museum.

Yugoslavia showed interest in buying the S-92 and CS-92 and placed an order for one of each for evaluation but didn't receive any aircraft. There are reports that Israel bought several S-92 and one of them exploded during a test flight in April 1950, however there is no evidence to substantiate this. There have been suggestions that the aircraft that exploded was really a Gloster Meteor that the British had secretly given to Israel for testing and it was claimed to be a S-92 to cover it up, while slightly more plausible this is still a matter of conjecture.



Nakajima Kikka
Kikka_3d.gif
Kikka.jpg

In early 1944 the Japanese military attaché in Germany was shown the Me-262 along with several other advanced German aircraft. Impressed by these new designs he reported back to the Japanese high command on who then authorized him to open negotiations to buy a production licence for the Me-262 & Me-163. Documents for the two planes along with a complete Me-163 and other aircraft parts where then loaded onto the Japanese submarine I-29 in Lorient France and left on 16 April 1944 to take the perilous journey around Africa back to Japan. On 14 July 1944 the I-29 arrived in Singapore, several of the passages then disembarked and completed the rest of the trip by plane, taking some of the Me-262 documents along with them. Once resupplied I-29 also left Singapore to complete the finial part of it's journey back to Japan. While going through the Luzon Strait though the I-29 was intercepted & sunk by American forces. With the loss of the I-29 & the parts it carried the engineers at Nakajima only had the few documents flown from Singapore along with the memories of a few offices who had seen the Me-262 first hand to work with.

Even with this limited amount of information Nakajima started work on the Kikka in September 1944. Several changes where made to the original Me-262 design making it simpler and easier for manufacture in Japan including using more readily available materials such as wood. One major change was the addition of folding wings which would enable the aircraft to be concealed more easily. At first it was planed to fit the Kikka with the Ishikawajima Tsu-11 motorjet which was originally designed for use on the MXY7 Ohka kamikaze plane. Instead Ishikawajima started development of new jet engine specificity for use in the Kikka called the Ne-10, this design however was unable to produce enough thrust to power the Kikka. With this failure work moved to the Ne-20 which was a reverse engineered version of the German BMW 003, the engineers at Ishikawajima only had a few photographs and a cut-away drawing to work from though. Even with this limited amount of information they were able to produce a usable engine.

The first prototype was completed in June 1945 and after ground tests it took to the skies for it's first flight on 7 August 1945 with with Lieutenant Commander Susumu Takaoka piloting. The short flight went well but the Ne-20 required a long time to get the Kikka up to takeoff speed. To elevate this on the second test flight the Kikka was fitted with RATO (rocket assisted take off) units, unfortunately the rockets had been fitted at an incorrect angle resulting in the Kikka crashing during takeoff. Work started on repairing the damage but the war ended before they could finish. A second prototype was also nearing completion at the time the war ended, along with around 20 other airframes in various stages of completion. After the war American forces captured airframes number 3, 4 and 5, they where sent to Patuxent River Naval Air Base in America for testing. The prototypes where later cannibalized to make a single complete aircraft, which was then given to the Smithsonian National Air and Space Museum. The Museum kept it in storage for many years but it has recently been moved it to the Steven F. Udvar-Hazy Center for restoration work.



Nakajima Ki-201 Karyu
Karyu_3d.gif
Ki201.jpg

While Nakajima's main focused was on completing the Kikka as quickly as possibly to help counter the expected Allied invasion of the Japanese home islands. A second team lead Iwao Shibuya started development of another aircraft that more more closely followed the original design of the Me-262 called the Ki-201 Karyu (Fire Dragon). This aircraft would also incorporate more advanced equipment that was then in development such as the Ne-230 turbojet & Ho-155-II cannons. A prototype was expected to be finished & ready for testing in December 1945, however the war ended before work could start putting an end to the development of the Ki-201.

Read the replies to this post - Write your own - Return to top

7 Mental Omega News Bulletin #29 (9/03/2018)

Posted by Speeder on March 9, 2018 in Mental Omega APYR News

333release.jpg


Finally, the newest patch for Mental Omega is here, and it is quite a milestone. The update 3.3.3, which includes Ares 1.0 by AlexB, marks the release, in which the save/load functions have been restored. Yes, you read that right - SAVE/LOAD FUNCTIONS ARE BACK IN MENTAL OMEGA. Additionally, since we've skipped Ares 0.E, we can mention that AlexB has also delivered another selection of improvements to Red Alert 2 Yuri's Revenge game engine. Like always, you can either use the Mental Omega Client to perform the update or download the files manually and extract them to your Mental Omega folder.
 
It's also worth mentioning again that our website supports two other languages, with language packs for the mod, which have been updated to work with update 3.3.3: Chinese and Russian.
 
 

news_additions.png


So, if you didn't get it the first few times: update 3.3.3 fixes save/load, so if you've been stalling your quest through the Mental Omega campaign, waiting for this feature to come back, now is the time! In addition: a customized version of the FinalAlert2 map editor, which is compatible with Mental Omega 3.3, is included in this update and accessible through the mod's client.

If you are a Windows 10 user and you've been experiencing issues with Mental Omega multiplayer recently, this update should fix those issues for you. If that doesn't happen, let us know. Also, you might want to try the new renderer, DDrawCompat created by Narzoul - it might enhance your game performance, especially if you are using the aforementioned Windows 10.
 

nobodyhome.png


The 3.3.3 update comes with 11 new singleplayer and cooperative missions, steadily approaching the conclusion to Act Two of Mental Omega. It also marks the release of first 3 missions for the 4th faction, the Foehn Revolt. In the story, they take place after Machinehead.
  • Allied Act Two Mission Insomnia
  • Allied Covert Op Mission Obstinate
  • Soviet Act Two Mission Meltdown
  • Soviet Act Two Mission Earthrise
  • Epsilon Act Two Mission Machinehead
  • Epsilon Act Two Mission Unthinkable
  • Epsilon Covert Op Mission Blood Rage
  • Foehn Origin Mission Nobody Home
  • Foehn Origin Mission Kill the Messenger
  • Foehn Origin Mission Tainted Empire
  • Epsilon Co-Op Mission Metaphor (replaces Cornered)
The 3.3.3 update includes full mission briefings for all of the new missions, meaning that this time there are none without one.
 

metaphor_pv.png

 
In addition to the new story-based maps, a new Challenge map has been added, with its own unique trait, and several previously released ones have been heavily revamped.
  • Heroslayer Challenge against the enemies with a powerful "army of clones"
Last, but not least, numerous new skirmish/multiplayer maps have been added. They are as follows:
  • '(2) Big Little Lake', '(2) Obsidian Knoll', '(2) Poisonous Milk', '(2) Route Sixty Six', '(3) Medusa', '(3) Don't Cross the Streams', '(4) Extra Small', '(4) BizarroGrid', '(4) Ivory Wastes', '(4) Mentalopolis', '(4) Not Without A Boat', '(4) Practice Yellow', '(4) Red Sun Canyon', '(4) Scorpion Trail', '(6) All the Fury', '(6) Alert Status Red', '(6) Ant Arctic', '(6) Blizzard Peaks', '(6) Cold Hard Crash', '(6) Frostburn', '(6) Paradise Warfare', '(8) Pacific Rim Mega', '(8) Tic Tac Toe'

unthinkable.png


news_changes.png

 
Just like the last time, let's now talk about important gameplay changes, balance tweaks and bugfixes in this patch.
  • a new unit has been introduced into the Foehn navy, the Whipray: it is an anti-aircraft drone ship with a confusion rifle and a 'Golden Rocket' launcher, which requires a Cloud Piercer to be built. With its introduction, the Swordfish loses its AA capabilities, but also gets a price decrease to compensate.

    foewhip.png
    Foehn Whipray by Mevitar


  • you can now check the game host's ping in the CnCNet lobby
  • the AI has been heavily revamped, especially in the special game modes
  • when starting a match or mission, you should no longer spawn into the original game's main menu and crash
  • most of Co-Op maps have been updated to feature difficulty changes
  • new Statistics window in the client logs your skirmish/multiplayer battles
  • multiple new IFV modes have been added to the game, Mercury IFV mode has been removed, each hero now has a mode of its own
  • Experimental Warpshop build limit has been increased from 1 to 2
  • firepower of all capturable tech defenses increased by 10-20%
  • price of all T2 defense towers decreased from $1200 to $1000
  • cloaked objects no longer get uncloaked when hit with effects, which don't affect those objects
  • stat buffs are now applied to objects, which are under the effect of Iron Curtain/Force Shield, most of nerfs still are not
  • you will now be given a proper amount of starting cash in Epsilon Co-Op Backbitten
  • choosing United States in Contagion Challenge will no longer give your MCV to the enemy instantly
You can see the complete list of new additions, changes and bugfixes under the following link:
 

Patch 3.3.3 Changelog

 
:thumbsuphappy: Send us all the feedback regarding the new update at the usual places.
 

news_playthrough.png


The developer playthrough of Mental Omega campaign continues on our YouTube channel. Videos for each of the new missions, on Mental difficulty, will soon be available on it. Here's Nobody Home, the beginning of the Foehn Origins.
 


That's all for now, stay tuned for more news! 
 

news_contribute.png

 
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists3D & SHP ArtistsMission Scripters and Voice Actors.
Single contributions are also welcome and will speed up the development of the mod.
 

news_follow.png
bt_left.pngbt_md.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_tch.pngbt_right.png

controlmore.png

Read the replies to this post - Write your own - Return to top

2 Back from the dead

Posted by Mig Eater on March 2, 2018 in D-Day News

Yes your eyes do not deceive you, new D-day news post! It's been nearly a year since the last news post, this has mainly been due to a technical problem that blocked me from accessing the D-day website & forums, thus I was unable to post anything for over 10 months! Sadly during this time I was somewhat demotivated to work on D-day, I still made a few random units for fun but I didn't make that much overall progress tho.

Gladly now that the problem has been resolved I'm feeling refreshed, revitalized & ready to work on D-day again. So to kick things back into action I've made a set of generic buildings as well as a generic sidebar & loading screen. These graphics will be used as placeholders for where I have yet to make specific national themed artwork. Which can normally take months to just research & several more to make all the 3D models.

So with this set France will no longer be using those hideous grey boxes with "placeholders" written across them. It also means that the new countries of Poland, China, Sweden & Czechoslovakia that I have been slowing working on will be include as playable (but incomplete) sides in the next release along with Japan. These are of course just placeholders & each of these country will receive unique national artwork in a later release.

gen_build_s.png

gen_side_s.png

gen_load_s.png

I also plan to make a set of generic defensive buildings as well in the near future & of course I still have a backlog of over a 100 units that I still haven't posted/added to the wiki yet too so expect more news to come soon.

Read the replies to this post - Write your own - Return to top

0 End of a Year (December 2017 update)

Posted by mevitar on December 31, 2017 in Doom Desire News

Before going to 2017, there are still some things that happened in 2016 that didn't have their proper news post.

Vintarid gfx revamp
sml_201608_revamp.png

Vintarid Surmount and Theurge
sml_201610_surm.png sml_201610_theu.png

Surmount: There is a rumor among soldiers of a monstrosity that once plowed through an entire army alone. Those few that survived talking about an unstoppable, screaming horror, feeding on their fear itself, as if the hopelessness and inevitabiliy of defeat materialized in a form of a hulking monster.
Theurge: The elisuve Theurges are probably the least understood thing on the battlefield. The reason for that is their nature: hyperdimensional beings capable of crossing time as effortlessly as we cross the street. Anyone, and anything, that faces a Theurge in combat, may find themselves back at home after having a strange dream they can't remember.
Or worse - never have been born in the first place.



Now, back to 2017, that started with very little to show, until April, when I managed to finish some things I was working on. Those being:

Civilian vehicles
sml_201704_civunits.png

Updated Dreamspark and Phantasm
sml_201704_fear.png

Vintarid Watcher, Shifter and Volatile Mind
sml_201704_watch.png sml_201704_shift.png sml_201704_vltle.png

Watcher: It's rare for anyone to be able to spot a Watcher, but those who do, report of a series of mishaps, disasters and conflicts following the encounter. Most of them also ends up going insane, locked in a psychiatric ward.
Shifter: Most humans abducted by the Vintarids end up abandoned to wander aimlessly, only to make them go feral when such need arises. For the rest of them, the most common fate used to be being sent back to their homes, with some modifications, where they could live their lives as if nothing happened, until given order to activate and wreck havoc.
Volatile Mind: Some people are more than willing to join the aliens, either due to naivety, or due to disgust for humanity. Others have such strong willpower that they need to be "acquired" regardless if they wish it or not. All of them receive a gift: ability to destroy objects with mere thought, at the cost of their mental stability.


Later I moved on to work on other Paladin Infantry, after which I went back to finish Vintarid ones.

Paladin Knightmare
sml_201705_knght.png

These humanoids are entirely covered with metal armor plates, with purple flames sipping through the holes. They close in, causing fear and confusion with their breath, to cut their targets with their flaming swords.

Vintarid Sun's Chosen and Overseer
sml_201708_yndre.png sml_201708_over.png

Sun's Chosen: Sun's Chosen are probably the most diabolical and terrifying weapon that the aliens use - a pregnant human woman with a developing Neonate inside her, controlling her thoughts and actions. When its mission ends, or it feels threatened, the Neonate dies, creating a rift that kills all life forms in the vicinity, including its host.
Overseer: Overseers are Theurges that appear in their true form - blonde humans of an unsettling beauty - commanding the Vintarid armies instead of engaging in combat themselves. Entering the battlefield has no effect on the control they have, but it splits their attention to their army and makes them unable to directly retaliate to attacks.


After that, with all Vintarid infantry being done, it was time to move to Essence again. First, another walker:

Essence Hephaestus Artillery Walker
sml_201709_hpsts.png

Essence combat doctrine expects ground forces to require as little aerial support as possible (which also includes no transportation through air), a walker is more fitting for a heavy-gun platform, despite being potentially more vulnerable to attacks.

And then finally starting work on their infantry:

Essence Raider and Intruder
sml_201711_bikes.png sml_201712_intr.png

Raider: Raiders are mostly volunteers, often without even the most basic military training, eager to join the cause against the aliens that destroyed their lives. Amateurish, naive and unpredictable, they are generally disliked by any real military personnel.
Intruder: Each Intruder carries a backpack with enough power to support one strong area electromagnetic pulse that disables multiple targets at once. After using the charge, the device has to be left idle to recharge, otherwise, only a continuous single-target beam can be supported.


Essence Rocket Quad and Hunter
sml_201711_quads.png sml_201712_seal.png

Rocker Quad: While squads of Raiders are generally hated by proper military personnel, Rocket Quads are the first, and the most widespread, truly professional force. The launchers they carry are used to fire both anti-tank and anti-air missiles, sometimes even mortar shells.
Hunter: Thanks to their rapid-fire sniper rifles, Hunters are able to quickly dispatch a small infantry squad from afar, which is especially helpful for base infiltration missions. They are also equipped with explosive charges they can plant on buildings and vehicles.


Essence Engineer and Surveillance Drone
sml_201712_ngin.png sml_201712_surv.png

Engineer: After moving into a ca area, it's often necessary to secure enemy equipment and make adjustments to support the conquering army. Engineers are equipped with what's necessary to do exactly that. When the need arises, they can also use their suitcase as a timed bomb.
Surveillance Drone: Fragile and unarmed, but fairly cheap and easily accessible, these flying drones provide anyone who purchases them with necessary intelligence and situational awareness.


Hopefully, I'll manage to finish Essence infantry soon, and then I'll be able to move to Paladins.

That's it for this year. Have a happy new one.

Read the replies to this post - Write your own - Return to top

0 Contra 009 work in progress - Update 11

Posted by predator_bg on December 16, 2017 in Contra News (eng)

Originally posted on ModDB by ThePredatorBG on Dec 16th, 2017

Welcome back to Contra, dear generals! This will be an unusual update. This time, we will present you some of the improvements we made to the Skirmish AI. Let's go!

Since 009 Beta 2 release, many players, including me, were disappointed from the AI which was even more broken than the first Beta. It was time to get my hands on it. I started studying and testing AI. After fixing all the major bugs, I got interested in scripting some unusual, special AI behaviors.

What you see below is the Insane AI building a Hadron Collider near your base. I could have kept this one a surprise, but I'm sure many people will still not expect or forget about the AI being able to do it. This hidden attack is performed only by Insane AI on official 1v1 maps, suitable for building Hadron Colliders.

ai_colliders.jpg

Next up, we have AI deploying AA Radars on their way.

ai_radarss.jpg

Shandian and Centurions performing overwater attacks. Sounds dangerous, huh?

ai_cent1s.jpg

ai_cent2s.jpg

Troop Crawlers! More trouble.

ai_tcss.jpg

Tank AI utilizing Bixies.

ai_bixies1s.jpg

And dropping heavy tanks behind enemy lines.

ai_bixies2s.jpg

A sneaky BTR-50 creating a Sneak Attack in my base.

ai_btrs.jpg

Assault AI using the Rig Launcher to dig tunnels on its way.

ai_riglaunchers.jpg

AI will call paradrop support powers in their base. This prevents them from sending their paradrops on suicide missions.

ai_ztzdrops.jpg

We are also very proud to announce that Contra is much more stable than before. While playing online together, we noticed some suspicious situations (e.g. Nuke Battlemaster having a high chance of causing mismatch in the first few minutes of the game). Every mismatch we were suspicious about was later tested and if confirmed, we went over and fixed it. The most common cause was the following case: Many units had a minimum attack range glitch. If their minimum attack range was too low and they were ordered to attack close to their location, they used to fire a shot which would not register properly. It actually detonates at the bottom left corner of the map and therefore the game considers it a mismatch. Fixing this one drastically reduced mismatch errors. It is shown below.

misms.jpg

More such stability fixes include Leonidas mismatch fix, Squid Drone crash fix, Strategy Center Battle Plan switching crash fix, and a very rare crash found by PeRSuN caused by a garrisoned Laser Defender shooting close enough to damage the building he was in.

Fixes to some texture shaders such as those used on parachutes, particle and AI optimizations improve overall performance. On top of all that, we have ContraVPN in active development by tet, which is as lag-free as possible. It will be integrated with 009 Final once it comes out.

That's all for now. Thank you for making us part of the top 100 mods in this year's MOTY competition. We hope we got you excited once again!

Consider joining our Discord channel if you're up for some online games or just hang out with us.

fc0b01fe10a0b8c602fb0106d8189d9b.png

Read the replies to this post - Write your own - Return to top

2 Contra 009 work in progress - Update 10

Posted by predator_bg on October 1, 2017 in Contra News (eng)

Originally posted on ModDB by d-ce on Oct 1st, 2017

 

Hi people!

While feeling fresh Autumn breeze on skin, you can see that trees are changing and preparing for winter. And so is Contra too. Command Centers got a small redesign to be even more unique. Each general's Command Center now has additional 3D objects which are unique for this general. So far USA and China Command Centers are done, and maybe GLA Factories will receive unique objects too. But this is not the only change, now general's logo is not a plain picture as before. Each logo is a 3D object, and GLA flags are removed. Now you can easily recognize which general you are facing. And this is not all! USA Security System turrets are completely remodeled and they look much better than before.

USA_CC.jpg

CHINA_CC.jpg

GLA_CC.jpg

- GLA generals also got some new redesigned models, like Battle Bus, Quad Cannon and Wasp:
BUS.jpg

 

quad.jpg

 

wasp.jpg

 

- USA Air Force Combat Chinook unit is back, with its grenade launcher. But its model is replaced and unit is now called Puma:
puma.jpg

- And last but not least is Laser Generals F6 Fighter. This is a unique fighter available at rank 3, which is deadly vs. fast and light units. You can use it to take down annoying artillery units, or to reduce enemy tank horde before they face your units.

f6.jpg

There are also many other changes in balance, gameplay, and bug fixing which you will see in actual release.

We are glad to inform you that the first internal Developer Tournament has started today.
Tournament consists of 11 players, developers and beta testers, which will be last this whole October. The point of tournament is not to determinate the best player, or give a reward. Tournament will help us balance gameplay.

You can follow this tournament here:

Developer Tournament Results Tree

GGPersun will also cast highlights from each round, so we suggest to follow his channel:

GGPersun

And here are a few recent interesting game casts by GGPersun, with developer version, hope you enjoy them:







See you soon general!

Read the replies to this post - Write your own - Return to top

8 Mental Omega News Bulletin #28 (14/07/2017)

Posted by Speeder on July 14, 2017 in Mental Omega APYR News

332release.jpg


The time has come to roll out the newest patch for Mental Omegaupdate 3.3.2, which includes Ares 0.Dp1. Once again AlexB delivers a wide selection of improvements to Red Alert 2 Yuri's Revenge game engine, which allows us to focus on new features and important gameplay tweaks that further enhance our mod. Furthermore, more fixes and tweaks to the Client created by Rampastring have been done in recent weeks, the most important one being changes to which files are compared between players on CnCNet. Just like the last time, you can either use the Mental Omega Client to perform the update or download the files manually and extract them in your Mental Omega folder.
 
It's also worth mentioning that our website supports two other languages, with language packs for the mod soon to follow: Chinese and Russian.
 
 

news_additions.png


The 3.3.2 update comes with 13 new singleplayer and cooperative missions, further continuing and expanding the story of Mental Omega.
  • Allied Act Two Mission Paranoia
  • Allied Act Two Mission Relentless
  • Soviet Act Two Mission Power Hunger
  • Soviet Act Two Mission Thread of Dread
  • Epsilon Act Two Mission Obsidian Sands
  • Allied Co-Op Mission Hypothermia
  • Soviet Co-Op Mission Ravages of War
  • Soviet Co-Op Mission Combustion
  • Soviet Co-Op Mission Cyberanatomy
  • Epsilon Co-Op Mission The Cardinal
  • Epsilon Co-Op Mission Mind Over Matter
  • Epsilon Co-Op Mission Neuromancers
  • Epsilon Co-Op Mission Backbitten
The 3.3.2 update also (finally) adds full mission briefings to many of the Act Two missions that are currently available.
 
In addition to the new story-based maps, 4 new Challenge maps have been added, each with its own unique trait.
  • Contagion Challenge against the Scorpion Cell
  • Madness Challenge against the Haihead
  • Revolution Challenge against all 3 Soviet subfactions
  • Heavyobject Challenge against the defensive subfactions
Last, but not least, several new skirmish/multiplayer maps have been added. They are as follows:
  • '(2) Hamlet Mirror', '(2) Hanamura', '(2) Spratly Island', '(4) Dragon Harbour', '(4) Hail Mary's Revenge', '(4) Transistor', '(4) Warhead Junction', '(4) Winterspring Redux', '(6) Gryphon Paradise', '(8) Central Quad'
Additionally, a lot of these new maps include a new tech building: Tech Reinforcement Pad, placed usually somewhere near the center. Capture it to get free unit drops.
 

newmaps-june2017.jpg


news_changes.png

 
Now let's talk some of the most important gameplay changes, balance tweaks and bugfixes in this patch.
  • Soviet mission 'Noise Severe' has been moved, along with 'Archetype', to a new section in the mission selection screen called Covert Operations. Any additional missions that are not part of the main story in Act One and Act Two will appear there from now on. Since 'Noise Severe' does not affect the main story in a major way, I've decided to move it and make room for one more Soviet mission between 'Earthrise' and 'Death's Hand', which will be called 'Fatal Impact'.
  • Stolen tech units now require infiltration of both the advanced technology building (Tech Center, Soviet Lab, Pandora Hub, Cloud Piercer) and the respective side's ConYard.
  • The mod should now properly default to English to prevent launch errors if Mental Omega files were extracted to a directory with the version of the game in a different language.
  • Superweapons toggle is no longer permamently set to 'yes' in Challenge mode, except for the 'Superweapons Challenge'.
  • Mental AI Boost makes the AI even more difficult now.
  • The CnCNet message that says 'Modified files detected! This person could be cheating!' should be more reliable now, so if you get one in 3.3.2, there's most likely something wrong with someone's Mental Omega setup and they could in fact be cheating with modified files.
  • Thanks to Ares updates, units can no longer be used to block War Factory or Refinery entrances with the use of ALT key.
  • Foehn MCV prerequisite has been changed from Nanofiber Loom to the Cloud Piercer.
  • Haihead AI will now properly use the M.A.D.M.A.N. against you.
  • EMP Mines, M.A.D. Mines and Genomines are no longer instantly active after their placement, they require a few seconds to become armed.
You can see the complete list of new additions, changes and bugfixes under the following link:
 

Patch 3.3.2 Changelog

 
Here are the preview pictures of new and updated objects in the game:
 

techreinfopad.png
Tech Reinforcement Pad by Nooze

allpala.png
Allied Paladin Tank Destroyer (mission unit) by ONEX

allsthor.png
Allied Super Thor (mission unit) by Azri_Apoc & ONEX

allriot.png
United States Riot Trooper by Trans_C

epsstatue.png
Yuri's Statue (mission structure) by Donut_Arnold

epsmalver.png
Scorpion Cell Malver by Trans_C


 
:thumbsuphappy: Send us all the feedback regarding the new update at the usual places.
 

news_playthrough.png


The developer playthrough of Mental Omega campaign continues on our YouTube channel. One of the new missions added to the mod in this update is a remake of a classic Mental Omega 2.0 mission, now known as Paranoia, and it's as difficult as ever! Remember, everything in this jungle is out to hunt your heroes down. The other missions will be uploaded to the channel too, eventually.
 


That's all for now, stay tuned for more news! 
 

news_contribute.png

 
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists3D & SHP ArtistsMission Scripters and Voice Actors.
Single contributions are also welcome and will speed up the development of the mod.
 

news_follow.png
bt_left.pngbt_md.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_tch.pngbt_right.png

controlmore.png

Read the replies to this post - Write your own - Return to top